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General - Complex 8 beta 0.8 bug list

Hawawaa - Fri Apr 22, 2011 11:22 pm
Post subject: Complex 8 beta 0.8 bug list
Ok I was looking at the bottom of the Intruder, just look at these screenshots you notice that you can look through them at certain sides.

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ALC - Fri Apr 22, 2011 11:57 pm
Post subject:
@Hawawaa
I get a 404 error. Want to check your urls and adjust as necessary please.

I'll sticky this Bug thread now.
Hawawaa - Sat Apr 23, 2011 12:57 am
Post subject:
Working on it...

Fixed it and I forgot to put this in a public folder to make the link work... Ops!
Halcyon - Sat Apr 23, 2011 2:43 am
Post subject:
You might try .jpg or .png... much smaller.
Hawawaa - Sat Apr 23, 2011 3:12 am
Post subject:
Yep I'm still learning and thats true... I reupload smaller ones.

Now On the front side of the Vortexs, are there suppose to be these 2 blue streaks?

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Also one more thing, I noticed that my ion battery (where the beam itself is coming out) isnt always aligned correctly when the BC is circling its target.

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Um I have never seen this before, I was playing Yaygr and one of my Carriers was being boarded. So I told my Carrier to jump to hyperspace and poof the marine frigate died... Is this intended or a glitch...?
Headhunter - Sat Apr 23, 2011 5:36 pm
Post subject:
um, sorry if this post isnt fit this topic, but the planets can colonizable via carriers and above, or just shipyard and mothership?
tried with carrier, but no effect
played complex carnage, dunno which map
Beghins - Sat Apr 23, 2011 6:07 pm
Post subject:
Planet can be colonized only by Motherships and Orbital Stations, ideas are well accepted but no on this thread.
Headhunter - Sat Apr 23, 2011 6:25 pm
Post subject:
okay, sorry and thanks
if u want delete my post
Hawawaa - Sat Apr 23, 2011 6:47 pm
Post subject:
On the map open cosmos, where my main asteroid belt that I am mining on causes problems. Two asteroids are too close together and causing my collectors to just juggle around an do nothing. Here is some pictures.

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The picture below with the green group with the "resource collector" below it is the resource area causing the problem.

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That messed up blue graphic glitch is back. Near the end of my game playing the Vaygr it just popped up. I remember clicking on one of my carriers and then the light show started.

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zordard - Sun Apr 24, 2011 12:12 pm
Post subject:
I don't know whether it is a bug or not, but it is definetely a fun: I select any ship with special ability (for example hgn_battleship s500 having a nuke) then press SHIFT+CTRL+RMB on any of my ship, pick special commands menu and here we go - forced friendly fire. Besides there is even a voice comfirming friendly attack. Here's a pic:
Spoiler:


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ALC - Sun Apr 24, 2011 12:17 pm
Post subject:
Sounds more like an intended action (from HW2) rather than a bug in Complex 8.
Walkop2011 - Sun Apr 24, 2011 9:18 pm
Post subject:
Quote:

Sounds more like an intended action (from HW2) rather than a bug in Complex 8.

Yeah, but forced fire has never been achieved before in HW2 (to the best of my knowledge)! It was apparently a feature when in development, but was removed.

Also, @Hawawaa - do you mind if I continue to use my Compilation thread as a simple and short list of all bugs mentioned in this thread? A consolidation of bugs, if you will.
Hawawaa - Sun Apr 24, 2011 9:51 pm
Post subject:
Walk- nope. Go right ahead. Mr. Green

Crap I just remembered! There are a handle full of ships that when they are hyperspacing their "hyperspace effect/ square" isn't big enough. I remember that the guardians hyperspace effect needs to be a little bigger. I'm going to go check some ships and give ya a list.

Heres a few pictures. (Guardian needs a bigger hyperspace effect. The battle Carrier just needs a little bit bigger for horizontal and vertical).

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zordard - Sun Apr 24, 2011 10:15 pm
Post subject:
ALC wrote:
Sounds more like an intended action

Intended but not implemented with shipped CD, yep.

As for main subject (everything said below I replicated number of times):

1) Resourse collectors make me mad on any EVO map cause they're starting crying about receiving damage immediately after the match begins. Every 20-30 seconds, all the time. This is insanity Surprised

My bad, spoiler was a noCD issue. In a clean hw2 release there are no trouble with patchers
Spoiler:

2) Every time G-formation is done Mothership drops it's health down to red and patchers assigned to shipyard (shipyard with repair subsystem) completely ignore this fact, doesn't matter if mothership is docked or not. Patchers as well ignore damage received by hgn_battleship if you build s500 (s400, s300, etc.) right after s400, s300, s200, s100 in one moment (it is easy if game is set to max exp). These s-subsystems provide structure bonus and battleship has to regenerate on his own or with a vainly support of collectors.



3) Both solar and remote space shields research just disappear from the research tree if I ignore it more than 10-20 game seconds after G-formation assembled.

4) If Crew Station is manually built (not in starting fleet) there is no "We made it" sound.
Hawawaa - Mon Apr 25, 2011 12:48 am
Post subject:
Alright I have more pictures of ships that need bigger hyperspace effects.

Vay- Shipyard, carrier, normal cruiser, and plasma frigate.

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On deep impact when playing Vay the graphic glitched showed up again. Though it wasn't as bad as open cosmos.
Walkop2011 - Mon Apr 25, 2011 12:50 am
Post subject:
Great job with all these graphical issues, Hawawaa! Consolidating now... Wink
Hawawaa - Mon Apr 25, 2011 3:30 am
Post subject:
Wow. Now the higs have the graphic issue, on Bentus Three Rings...

I'll bring this up again about the Vay Kinetic turret with picture. The 2 guns on the turret dont move. The turret platform does turn to face its enemy but the guns never move up or down...

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Ok more hyperspace effects adjustments... Big list Higs- Carrier, both Cruisers, BC, Shipyard, Advanced Destroyer, Tulwar Frigate, Marine Frigate, Defense Field Frigate, and Shuttle.

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Hawawaa - Tue Apr 26, 2011 3:06 am
Post subject:
Moar!

If you can make this pop up disappear forever I love ya!
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Alright when building the Core it use to be in both ship commands menu and utility menu. Bring it back to the utility menu please.
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The bug I reported earlier about Heavy Bombers having a hard time docking with the Carrier and Battlecarrier. It only pops up when the carriers are on the move (going in straight direction), but this doesn't happen often.
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At the beginning of the game if I start with 7000 resources in earlier betas you would start with hig mothership having both RU Supplies built ie 7000/8000 on game start. Now its only 1 and that means 7000/5000 units (does not compute). Yaygr are the same but ya they don't need to build it but they should start out 7000/ 7000 or 8000.

Alright I experience bad docking with my Mobile Refinery (hig version and I don't know if this is the same for the Yaygr) when its in route to a second resource area. Basically I build 3 collectors and then the refinery. So as my refinery is getting out to the mining area, the 3 collectors should be full and on their way to docking with it. The problem is that they can't dock until refinery stops moving.

Last thing is on game start with support fleet settings or larger basically when the power station comes out I have already told my mothership to the nearest mine area (get it there and turn it for perfect mining operations). Now lots of times the power station gets in the way and gets bumped around. Can you change it so that the power station moves around the Mothership on the left side when getting into formation and not the right side where it usually gets in the way. The closer you get to the mining area bigger ships tend to hit that barrier and slide around that and being sandwiched by the mom is bad.
Beghins - Tue Apr 26, 2011 11:14 am
Post subject:
Quote:

Alright when building the Core it use to be in both ship commands menu and utility menu. Bring it back to the utility menu please.

ok
Quote:

At the beginning of the game if I start with 7000 resources in earlier betas you would start with hig mothership having both RU Supplies built ie 7000/8000 on game start. Now its only 1 and that means 7000/5000 units (does not compute). Yaygr are the same but ya they don't need to build it but they should start out 7000/ 7000 or 8000.

Are you sure? I'm going to check
Quote:

Alright I experience bad docking with my Mobile Refinery (hig version and I don't know if this is the same for the Yaygr) when its in route to a second resource area. Basically I build 3 collectors and then the refinery. So as my refinery is getting out to the mining area, the 3 collectors should be full and on their way to docking with it. The problem is that they can't dock until refinery stops moving.

Collectors moves too slow, I'll increase the speed a bit

Hyperspace fx is based on collision so we can't change it, sorry, but it's a minor issue...
Hawawaa - Tue Apr 26, 2011 3:22 pm
Post subject:
Its not that the collectors are too slow its just that they hang just right outside of the docking area (this happens alot but sometimes they do dock). They begin the docking process and turn around but then they just hang right in front of the docking area. If a scavenger is heading to a new resource area they dock just fine when its on the move (very rare that say out of 4 collectors 1 just struggles and the other 3 dock).
Walkop2011 - Wed Apr 27, 2011 3:21 pm
Post subject:
You mean when they sit around right in the docking area of a Mobile Refinery and just jiggle around until you stop?

Try posting some screenies, maybe.
Beghins - Wed Apr 27, 2011 5:14 pm
Post subject:
Quote:

Its not that the collectors are too slow its just that they hang just right outside of the docking area (this happens alot but sometimes they do dock). They begin the docking process and turn around but then they just hang right in front of the docking area. If a scavenger is heading to a new resource area they dock just fine when its on the move (very rare that say out of 4 collectors 1 just struggles and the other 3 dock).

I think I understood, try to fix
ArbiterN7 - Thu Apr 28, 2011 7:09 am
Post subject:
I just played a 2 hour round where as the Hig vs. two other hig EXPERT AI, the ai built absolutely nothing. No new ships no new subsystems no research. Shocked

However they did move around and collect reasourses with what they had to start.

Any explanations? Question
Beghins - Thu Apr 28, 2011 8:56 am
Post subject:
Quote:

I just played a 2 hour round where as the Hig vs. two other hig EXPERT AI, the ai built absolutely nothing. No new ships no new subsystems no research.

However they did move around and collect reasourses with what they had to start.

Any explanations?

??? try to post your game settings, have you played on custom modality?
barabas666 - Thu Apr 28, 2011 12:10 pm
Post subject:
hi there, was playing Jupiter Fields, Expert Ai, high unit cap, and when i tried to capture the foundary and tanis that orbit jupiter, i couldnt, nor could i harvest 1 of the asteroid field that orbit it, its not that the ships wouldn't obey the commands, but they couldnt actually get near them, an invisible force stopped them ^^. obviously its a bug. i can however capture the mining facility and hyperspace gate around jupiter. All other planets captured very well, and there orbiting facilities, its just the big daddy jupiter.

Thanx Smile
Walkop2011 - Thu Apr 28, 2011 2:39 pm
Post subject:
I would like to post a bug - when switching from a Hiigaran or Vaygr ship to a megalith (Balcora gate, etc.) the "Race" indicator is frozen on said ships race. This also happens when switching from Hiigaran ships to certain Vaygr Fighters (amongst a few other ships). Maybe they are missing a "Race" indicator of some sort?
Shuul - Thu Apr 28, 2011 3:28 pm
Post subject:
Hi all. Is it OK when hiigaran Scavanger destroyed my Mothership with 3 or 4 missiles (kind of... never played for hiigs, so dunno what was that). MS was fully upgraded with armor set ant defence turrets, but died in few seconds.
Walkop2011 - Thu Apr 28, 2011 3:51 pm
Post subject:
Quote:

Hi all. Is it OK when hiigaran Scavanger destroyed my Mothership with 3 or 4 missiles (kind of... never played for hiigs, so dunno what was that). MS was fully upgraded with armor set ant defence turrets, but died in few seconds.

Wait - you're saying Miner Missiles did this? THEY destroyed an MS? That shouldn't even be possible - they shouldn't even be able to target a Mothership.

Thats a pretty strange bug.
Mc_Roll - Thu Apr 28, 2011 4:40 pm
Post subject:
Greetings, its been a while since I posted here. Recently started playing Complex again. Awesome work, keep it up Beghins!

On topic: I am getting screen flashes/flickering when some ships fire their beam weapons, especially the Vaygr mothership and the Vaygr ion cruiser. I am using a nVidia 8800 GTS 512 with not up- to date drivers, is that the problem? I recall having the same problems back in Complex 7 when they were actual though.
Beghins - Thu Apr 28, 2011 6:48 pm
Post subject:
Quote:

hi there, was playing Jupiter Fields, Expert Ai, high unit cap, and when i tried to capture the foundary and tanis that orbit jupiter, i couldnt, nor could i harvest 1 of the asteroid field that orbit it, its not that the ships wouldn't obey the commands, but they couldnt actually get near them, an invisible force stopped them ^^. obviously its a bug. i can however capture the mining facility and hyperspace gate around jupiter. All other planets captured very well, and there orbiting facilities, its just the big daddy jupiter.

thank you barabas666, you find a very heavy bug, it affects all the maps and the major part of planets, and it's due to the enlargement of planets in the last release, I'm going to fix.
Here the map Jupiter Fields working.
Cut/paste insede your leveldata/multiplayer/complexlevels/jupiterfields.level

------

startNum = 0
function ringAdd(fPosX, fPosY, fPosZ, rDistTable, fAxis1, fAxis2, fWidth, fThickness, fRotY, fRotZ, fArc1, fArc2, iMode)
local width, thick, arc, theta, thetaX, thetaY, thetaZ, rotyX, rotyY, rotyZ, rotzX, rotzY, rotzZ, cooX, cooY, cooZ = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
local minAxis = min(fAxis1, fAxis2)
local majAxis = max(fAxis1, fAxis2)
local minArc = min(fArc1, fArc2)
local maxArc = max(fArc1, fArc2)
for k, iCount in rDistTable do
for i = 1, iCount.number do
if (iMode == 1) then --if set to random mode
theta = random(minArc, maxArc)
thetaX = cos(theta)*(majAxis + random(fWidth/-2, fWidth/2))
thetaY = sin(theta)*sqrt((majAxis + random(fWidth/-2, fWidth/2))^2 - majAxis^2 + minAxis^2)
thetaZ = random(fThickness/-2, fThickness/2)
elseif (iMode == 0) then --if set to non-random mode
theta = minArc + arc
thetaX = cos(theta)*majAxis --(majAxis + fWidth/-2 + width)
thetaY = sin(theta)*minAxis --sqrt((majAxis + fWidth/-2 + width)^2 - majAxis^2 + minAxis^2)
thetaZ = 0 --(fThickness/-2 + thick)
end
arc = arc + (maxArc-minArc)/iCount.number
width = width + fWidth/iCount.number
thick = thick + fThickness/iCount.number
rotyX = sin(fRotY)*thetaZ + cos(fRotY)*thetaX
rotyY = thetaY
rotyZ = cos(fRotY)*thetaZ - sin(fRotY)*thetaX
rotzX = cos(fRotZ)*rotyX - sin(fRotZ)*rotyY
rotzY = sin(fRotZ)*rotyX + cos(fRotZ)*rotyY
rotzZ = rotyZ
cooX = rotzX
cooY = rotzY
cooZ = rotzZ
if (iCount.class == "Point") then
if (iCount.name == "StartPos") then
if startNum == 0 then
addPoint(iCount.name .. startNum, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, {0, -90, 0})
elseif startNum == 1 then
addPoint(iCount.name .. startNum, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, {0, 180, 0})
elseif startNum == 2 then
addPoint(iCount.name .. startNum, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, {0, 90, 0})
else
addPoint(iCount.name .. startNum, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, {0, 0, 0})
end
startNum = startNum + 1
else
addPoint(iCount.name .. (i-1), {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, {0, 0, 0})
end
elseif (iCount.class == "Sphere") then
addSphere(iCount.name .. (i-1), {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, iCount.size)
elseif (iCount.class == "Camera") then
addCamera(iCount.name .. (i-1), {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, {0, 0, 0})
elseif (iCount.class == "Squadron") then
addSquadron(iCount.name .. (i-1), iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, iCount.player, iCount.rotation, 0, 0)
elseif (iCount.class == "Asteroid") then
addAsteroid(iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, 100, 0, 0, 0, 0)
elseif (iCount.class == "Salvage") then
addSalvage(iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, 100, 0, 0, 0, 0)
elseif (iCount.class == "Pebble") then
addPebble(iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, 0, 0, 0)
elseif (iCount.class == "Cloud") then
addCloud(iCount.kind, iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, iCount.color, 0.0, iCount.size)
elseif (iCount.class == "DustCloud") then
addDustCloud(iCount.kind, iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, iCount.color, 0.0, iCount.size)
elseif (iCount.class == "Nebula") then
addNebula(iCount.kind, iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, iCount.color, 0.0, iCount.size)
elseif (iCount.class == "EasyPatch") then
easyPatch(fPosX + cooX, fPosZ + cooZ, fPosY + cooY)
elseif (iCount.class == "EasyPatch1") then
easyPatch1(fPosX + cooX, fPosZ + cooZ, fPosY + cooY)
elseif (iCount.class == "EasyPatch2") then
easyPatch2(fPosX + cooX, fPosZ + cooZ, fPosY + cooY)
elseif (iCount.class == "EasyPatch3") then
easyPatch3(fPosX + cooX, fPosZ + cooZ, fPosY + cooY)
end
end
end
end
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
function asteroidAdd(fPosX, fPosY, fPosZ, sLayout, rDistTable, a, b, c, fRotY, fRotZ)
local rel, cooX, cooY, cooZ = 0, 0, 0, 0
for k, iCount in rDistTable do
rel = rel + iCount.number
end
for k, iCount in rDistTable do
local minAB, maxAB = min(a, b), max(a, b)
for i = 1, iCount.number do --for i = 1, num*iCount.number do
local r, u, v, l, w, h = random(minAB, maxAB), random(0, 180), random(0, 360), random(-0.5*a, 0.5*a), random(-0.5*b, 0.5*b), random(-0.5*c, 0.5*c)
if sLayout == "Cylinder" then
cooX = cos(fRotZ)*(sin(fRotY)*h + cos(fRotY)*r*cos(v)) - sin(fRotZ)*r*sin(v)
cooY = sin(fRotZ)*(sin(fRotY)*h + cos(fRotY)*r*cos(v)) + cos(fRotZ)*r*sin(v)
cooZ = cos(rotY)*h - sin(rotY)*r*cos(v)
elseif sLayout == "Sphere" then
cooX = sqrt(r^2-(r*cos(u))^2)*cos(v)
cooY = sqrt(r^2-(r*cos(u))^2)*sin(v)
cooZ = r*cos(u);
elseif sLayout == "Box" then
cooX = cos(fRotZ)*(sin(fRotY)*h + cos(fRotY)*l) - sin(fRotZ)*w
cooY = sin(fRotZ)*(sin(fRotY)*h + cos(fRotY)*l) + cos(fRotZ)*w
cooZ = cos(fRotY)*h - sin(fRotY)*l
end
if (iCount.class == "Point") then
if (iCount.name == "StartPos") then
addPoint(iCount.name .. startNum, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, {0, 0, 0})
startNum = startNum + 1
else
addPoint(iCount.name .. (i-1), {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, {0, 0, 0})
end
elseif (iCount.class == "Sphere") then
addSphere(iCount.name .. (i-1), {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, iCount.size)
elseif (iCount.class == "Camera") then
addCamera(iCount.name .. (i-1), {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, {0, 0, 0})
elseif (iCount.class == "Squadron") then
addSquadron(iCount.name .. (i-1), iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, iCount.player, iCount.rotation, 0, 0)
elseif (iCount.class == "Asteroid") then
addAsteroid(iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, 100, 0, 0, 0, 0)
elseif (iCount.class == "Salvage") then
addSalvage(iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, 100, 0, 0, 0, 0)
elseif (iCount.class == "Pebble") then
addPebble(iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, 0, 0, 0)
elseif (iCount.class == "Cloud") then
addCloud(iCount.kind, iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, iCount.color, 0.0, iCount.size)
elseif (iCount.class == "DustCloud") then
addDustCloud(iCount.kind, iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, iCount.color, 0.0, iCount.size)
elseif (iCount.class == "Nebula") then
addNebula(iCount.kind, iCount.type, {fPosX + cooX, fPosZ + cooZ, fPosY + cooY,}, iCount.color, 0.0, iCount.size)
elseif (iCount.class == "EasyPatch") then
easyPatch(fPosX + cooX, fPosZ + cooZ, fPosY + cooY)
elseif (iCount.class == "EasyPatch1") then
easyPatch1(fPosX + cooX, fPosZ + cooZ, fPosY + cooY)
elseif (iCount.class == "EasyPatch2") then
easyPatch2(fPosX + cooX, fPosZ + cooZ, fPosY + cooY)
elseif (iCount.class == "EasyPatch3") then
easyPatch3(fPosX + cooX, fPosZ + cooZ, fPosY + cooY)
end
end
end
end
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
function easyPatch(epX, epZ, epY)
local easyPatchDist =
{
Asteroid_5 = {1, 0, 0,}, --450 spazio
Asteroid_4 = {1, 450, 750,}, --300
Asteroid_3 = {2, 800, 1050,}, --250
Asteroid_2 = {2, 1075, 1100,}, --150
Asteroid_1 = {2, 1125, 1150,}, --100
}
for k, iCount in easyPatchDist do
for j = 1, iCount[1] do
local r, phi, theta = random(iCount[2], iCount[3]), random(0, 360), random(0, 360)
addAsteroid(k, {epX + sqrt(r^2-(r*cos(phi))^2)*cos(theta), epZ + r*cos(phi), epY + sqrt(r^2-(r*cos(phi))^2)*sin(theta),}, 100, 0, 0, 0, 0)
end
end
end
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
function easyPatch1(epX, epZ, epY)
local easyPatchDist =
{
Asteroid_5 = {1, 0, 0,}, --450 spazio
Asteroid_4 = {1, 450, 750,}, --300
Asteroid_3 = {3, 800, 1050,}, --250
Asteroid_2 = {2, 1075, 1100,}, --150
Asteroid_1 = {2, 1125, 1150,}, --100
}
for k, iCount in easyPatchDist do
for j = 1, iCount[1] do
local r, phi, theta = random(iCount[2], iCount[3]), random(0, 360), random(0, 360)
addAsteroid(k, {epX + sqrt(r^2-(r*cos(phi))^2)*cos(theta), epZ + r*cos(phi), epY + sqrt(r^2-(r*cos(phi))^2)*sin(theta),}, 100, 0, 0, 0, 0)
end
end
end
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
function easyPatch2(epX, epZ, epY)
local easyPatchDist =
{
Asteroid_5 = {1, 0, 0,}, --450 spazio
Asteroid_4 = {1, 450, 750,}, --300
Asteroid_3 = {1, 800, 1050,}, --250
Asteroid_2 = {2, 1075, 1100,}, --150
Asteroid_1 = {2, 1125, 1150,}, --100
}
for k, iCount in easyPatchDist do
for j = 1, iCount[1] do
local r, phi, theta = random(iCount[2], iCount[3]), random(0, 360), random(0, 360)
addAsteroid(k, {epX + sqrt(r^2-(r*cos(phi))^2)*cos(theta), epZ + r*cos(phi), epY + sqrt(r^2-(r*cos(phi))^2)*sin(theta),}, 100, 0, 0, 0, 0)
end
end
end
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
function easyPatch3(epX, epZ, epY)
local easyPatchDist =
{
Asteroid_10 = {1, 0, 500,},
Asteroid_9 = {2, 700, 1200,},
Asteroid_8 = {4, 1400, 1900,},
Asteroid_7 = {6, 2100, 2600,},
}
for k, iCount in easyPatchDist do
for j = 1, iCount[1] do
local r, phi, theta = random(iCount[2], iCount[3]), random(0, 360), random(0, 360)
addAsteroid(k, {epX + sqrt(r^2-(r*cos(phi))^2)*cos(theta), epZ + r*cos(phi), epY + sqrt(r^2-(r*cos(phi))^2)*sin(theta),}, 100, 0, 0, 0, 0)
end
end
end
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
levelDesc = "Jupiter Fields"
maxPlayers = 4
player =
{
{id = 0, name = "Hiigaran", resources = 1500, raceID = 2, startPos = 1,},
{id = 1, name = "Vaygr", resources = 1500, raceID = 1, startPos = 1,},
{id = 2, name = "Hiigaran", resources = 1500, raceID = 2, startPos = 1,},
{id = 3, name = "Vaygr", resources = 1500, raceID = 1, startPos = 1,},
--{id = 4, name = "Hiigaran", resources = 1500, raceID = 2, startPos = 1,},
--{id = 5, name = "Vaygr", resources = 1500, raceID = 1, startPos = 1,},
}
function DetermChunk()
setWorldBoundsInner({0, 0, 0}, {180000, 90000, 180000})
setWorldBoundsOuter({0, 0, 0}, {190000, 100000, 190000})

--posizione e risorse----------------------------------------------------------------------------
local playerPositionRing =
{
Point0 =
{
class = "Point",
name = "StartPos",
rotation = "toCenter",
teams = 0,
bias = 0,
number = 4,
},
}
local playerPatchRing =
{
EasyPatch0 =
{
class = "EasyPatch",
number = 4,
},
}
local playerPatchRing1 =
{
EasyPatch0 =
{
class = "EasyPatch1",
number = 1,
},
}
local playerPatchRing2 =
{
EasyPatch0 =
{
class = "EasyPatch2",
number = 1,
},
}
local playerPatchRing3 =
{
EasyPatch0 =
{
class = "EasyPatch3",
number = 1,
},
}
local meg_gehenna =
{
meg_gehenna =
{
class = "Squadron",
name = "meg_gehenna",
type = "meg_gehenna_1ctm",
rotation = {-9, 45, 9,},
player = -1,
number = 1,
},
}
local meg_gehenna1 =
{
meg_gehenna1 =
{
class = "Squadron",
name = "meg_gehenna1",
type = "meg_gehenna_1ctm",
rotation = {-9, -45, 9,},
player = -1,
number = 1,
},
}
local PatchSalvage =
{
PatchSalvage1 =
{
class = "Salvage",
type = "Slv_Chunk_Lrg01",
number = 1,
},
PatchSalvage2 =
{
class = "Salvage",
type = "Slv_Chunk_Lrg02",
number = 1,
},
PatchSalvage3 =
{
class = "Salvage",
type = "Slv_Chunk_Lrg03",
number = 1,
},
PatchSalvage4 =
{
class = "Salvage",
type = "Slv_Chunk_Lrg04",
number = 1,
},
PatchSalvage5 =
{
class = "Salvage",
type = "Slv_Chunk_Lrg05",
number = 1,
},
PatchSalvage6 =
{
class = "Salvage",
type = "Slv_Chunk_Sml01",
number = 2,
},
PatchSalvage7 =
{
class = "Salvage",
type = "Slv_Chunk_Sml02",
number = 2,
},
PatchSalvage8 =
{
class = "Salvage",
type = "Slv_Chunk_Sml03",
number = 2,
},
PatchSalvage9 =
{
class = "Salvage",
type = "Slv_Chunk_Sml04",
number = 2,
},
PatchSalvage10 =
{
class = "Salvage",
type = "Slv_Chunk_Sml05",
number = 2,
},
Pebble0 =
{
class = "Pebble",
type = "Pebble_0",
number = 12,
},
}
local PatchSalvageDebris =
{
debris1 =
{
class = "Squadron",
name = "debris1",
type = "meg_veildebris_chunk3",
rotation = {-29, -135, 226,},
player = -1,
number = 1,
},
Cloud0 =
{
class = "DustCloud",
kind = "polySurface1",
type = "DustCloud_0",
color = {1, 1, 1, 1},
size = 5500,
number = 2,
},
}
local PatchSalvageDebris1 =
{
debris1 =
{
class = "Squadron",
name = "debris1",
type = "meg_veildebris_chunk2",
rotation = {29, 135, 126,},
player = -1,
number = 1,
},
Cloud0 =
{
class = "DustCloud",
kind = "polySurface1",
type = "DustCloud_0",
color = {1, 1, 1, 1},
size = 5500,
number = 2,
},
}
local pebble =
{
Pebble0 =
{
class = "Pebble",
type = "Pebble_0",
number = 9,
},
}
local pebble1 =
{
Pebble1 =
{
class = "Pebble",
type = "Pebble_0",
number = 11,
},
}
local pebble2 =
{
Pebble2 =
{
class = "Pebble",
type = "Pebble_0",
number = 13,
},
}
local pebble3 =
{
Pebble3 =
{
class = "Pebble",
type = "Pebble_0",
number = 15,
},
}
local pebble4 =
{
Pebble4 =
{
class = "Pebble",
type = "Pebble_0",
number = 17,
},
}
local pebble5 =
{
Pebble5 =
{
class = "Pebble",
type = "Pebble_0",
number = 19,
},
}
local pebble6 =
{
Pebble6 =
{
class = "Pebble",
type = "Pebble_0",
number = 21,
},
}

--pianeti----------------------------------------------------------------------------------
local planet_jupiter =
{
planet_jupiter =
{
class = "Squadron",
name = "planet_jupiter",
type = "planet_jupiter",
rotation = {9, 54, 9,},
player = -1,
number = 1,
},
}
local meg_balcoragate =
{
meg_balcoragate =
{
class = "Squadron",
name = "meg_balcoragate",
type = "meg_balcoragate",
rotation = {0, 45, 0,},
player = -1,
number = 1,
},
}
local meg_balcoragate1 =
{
meg_balcoragate1 =
{
class = "Squadron",
name = "meg_balcoragate1",
type = "meg_balcoragate",
rotation = {0, -45, 0,},
player = -1,
number = 1,
},
}
local meg_tanis =
{
meg_tanis =
{
class = "Squadron",
name = "meg_tanis",
type = "meg_tanis",
rotation = {0, 80+180, 0,},
player = -1,
number = 1,
},
}
local meg_foundry =
{
meg_foundry =
{
class = "Squadron",
name = "meg_foundry",
type = "meg_foundry",
rotation = {10, 80, 25,},
player = -1,
number = 1,
},
}
local planet_io =
{
planet_io =
{
class = "Squadron",
name = "planet_io",
type = "planet_io",
rotation = {-9, -9, -9,},
player = -1,
number = 1,
},
}
local planet_europa =
{
planet_europa =
{
class = "Squadron",
name = "planet_europa",
type = "planet_europa",
rotation = {9, 9, 9,},
player = -1,
number = 1,
},
}
local planet_callisto =
{
planet_callisto =
{
class = "Squadron",
name = "planet_callisto",
type = "planet_callisto",
rotation = {9, 9, 9,},
player = -1,
number = 1,
},
}
local planet_ganymeade =
{
planet_ganymeade =
{
class = "Squadron",
name = "planet_ganymeade",
type = "planet_ganymeade",
rotation = {9, 16, 9,},
player = -1,
number = 1,
},
}

local orbit1 =
{
Pebble0 =
{
class = "Pebble",
type = "Pebble_0",
number = 500,
},
}

local asteroidbelt =
{
PatchSalvage1 =
{
class = "Salvage",
type = "asteroid_3_grey",
number = 4,
},
PatchSalvage2 =
{
class = "Salvage",
type = "asteroid_4_grey",
number = 4,
},
PatchSalvage3 =
{
class = "Salvage",
type = "asteroid_5_grey",
number = 4,
},
asteroidbelt11 =
{
class = "Squadron",
name = "asteroidbelt1",
type = "asteroid_3_grey_nosalvage",
rotation = {-54, 0, -190,},
player = -1,
number = 1,
},
asteroidbelt21 =
{
class = "Squadron",
name = "asteroidbelt2",
type = "asteroid_4_grey_nosalvage",
rotation = {54, 60, -190,},
player = -1,
number = 1,
},
asteroidbelt31 =
{
class = "Squadron",
name = "asteroidbelt3",
type = "asteroid_5_grey_nosalvage",
rotation = {-154, 20, -90,},
player = -1,
number = 1,
},
asteroidbelt12 =
{
class = "Squadron",
name = "asteroidbelt1",
type = "asteroid_3_grey_nosalvage",
rotation = {54, 20, -10,},
player = -1,
number = 1,
},
asteroidbelt22 =
{
class = "Squadron",
name = "asteroidbelt2",
type = "asteroid_4_grey_nosalvage",
rotation = {14, -60, -90,},
player = -1,
number = 1,
},
asteroidbelt32 =
{
class = "Squadron",
name = "asteroidbelt3",
type = "asteroid_5_grey_nosalvage",
rotation = {-14, -20, -35,},
player = -1,
number = 1,
},
asteroidbelt13 =
{
class = "Squadron",
name = "asteroidbelt1",
type = "asteroid_3_grey_nosalvage",
rotation = {-14, 0, 43,},
player = -1,
number = 1,
},
asteroidbelt23 =
{
class = "Squadron",
name = "asteroidbelt2",
type = "asteroid_4_grey_nosalvage",
rotation = {6, -20, -40,},
player = -1,
number = 1,
},
asteroidbelt33 =
{
class = "Squadron",
name = "asteroidbelt3",
type = "asteroid_5_grey_nosalvage",
rotation = {-194, 37, -70,},
player = -1,
number = 1,
},
asteroidbelt14 =
{
class = "Squadron",
name = "asteroidbelt1",
type = "asteroid_3_grey_nosalvage_big",
rotation = {-19, 20, -43,},
player = -1,
number = 1,
},
asteroidbelt24 =
{
class = "Squadron",
name = "asteroidbelt2",
type = "asteroid_4_grey_nosalvage_big",
rotation = {16, -60, -140,},
player = -1,
number = 1,
},
asteroidbelt34 =
{
class = "Squadron",
name = "asteroidbelt3",
type = "asteroid_5_grey_nosalvage_big",
rotation = {-114, 17, 70,},
player = -1,
number = 1,
},
asteroidbelt15 =
{
class = "Squadron",
name = "asteroidbelt1",
type = "asteroid_3_grey_nosalvage_big",
rotation = {-12, -20, -93,},
player = -1,
number = 1,
},
asteroidbelt25 =
{
class = "Squadron",
name = "asteroidbelt2",
type = "asteroid_4_grey_nosalvage_big",
rotation = {116, -160, -40,},
player = -1,
number = 1,
},
asteroidbelt35 =
{
class = "Squadron",
name = "asteroidbelt3",
type = "asteroid_5_grey_nosalvage_big",
rotation = {-14, 57, 170,},
player = -1,
number = 1,
},
Nebula1 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "Mp_Bentusi_Radiation",
color = {1, 1, 1, 1},
size = 15000,
number = 14,
},
}
local asteroidbeltp =
{
Pebble0 =
{
class = "Pebble",
type = "Pebble_0",
number = 50,
},
}

---Wreack----------------------------
local Wreack =
{
Cloud0 =
{
class = "DustCloud",
kind = "polySurface1",
type = "DustCloud_0",
color = {1, 1, 1, 1},
size = 21000,
number = 3,
},
Debris101 =
{
class = "Squadron",
name = "Debris1",
type = "meg_veildebris_chunk1",
rotation = {26, 50, 4,},
player = -1,
number = 1,
},
Debris102 =
{
class = "Squadron",
name = "Debris2",
type = "meg_veildebris_chunk2",
rotation = {26, -50, -4,},
player = -1,
number = 1,
},
Salvage0 =
{
class = "Salvage",
type = "Slv_Chunk_Lrg01",
number = 1,
},
Salvage1 =
{
class = "Salvage",
type = "Slv_Chunk_Lrg02",
number = 1,
},
Salvage2 =
{
class = "Salvage",
type = "Slv_Chunk_Lrg03",
number = 1,
},
Salvage3 =
{
class = "Salvage",
type = "Slv_Chunk_Lrg04",
number = 1,
},
Salvage4 =
{
class = "Salvage",
type = "Slv_Chunk_Lrg05",
number = 1,
},
Debris1 =
{
class = "Squadron",
name = "Debris",
type = "meg_foundrydebris_chunk2",
rotation = {26, 50, 4,},
player = -1,
number = 1,
},
Debris2 =
{
class = "Squadron",
name = "Debris",
type = "meg_foundrydebris_chunk3",
rotation = {36, 69, 21,},
player = -1,
number = 1,
},
Debris4 =
{
class = "Squadron",
name = "Debris",
type = "meg_foundrydebris_chunk1",
rotation = {24, -99, 15,},
player = -1,
number = 1,
},
Debris5 =
{
class = "Squadron",
name = "Debris",
type = "meg_foundrydebris_chunk2",
rotation = {4, -90, 5,},
player = -1,
number = 1,
},
Debris6 =
{
class = "Squadron",
name = "Debris",
type = "meg_foundrydebris_chunk3",
rotation = {26, 79, 21,},
player = -1,
number = 1,
},
Debris7 =
{
class = "Squadron",
name = "Debris",
type = "meg_foundrydebris_chunk4",
rotation = {20, 8, 10,},
player = -1,
number = 1,
},
Debris12 =
{
class = "Squadron",
name = "Debris",
type = "meg_foundrydebris_flake1",
rotation = {-120, 33, -65,},
player = -1,
number = 1,
},
Debris13 =
{
class = "Squadron",
name = "Debris",
type = "meg_foundrydebris_flake2",
rotation = {-4, 72, -12,},
player = -1,
number = 1,
},
Debris14 =
{
class = "Squadron",
name = "Debris",
type = "meg_foundrydebris_flake3",
rotation = {70, -30, 95,},
player = -1,
number = 1,
},
Debris15 =
{
class = "Squadron",
name = "Debris",
type = "meg_foundrydebris_flake4",
rotation = {34, -38, 195,},
player = -1,
number = 1,
},
}

---Asteroid Belt
local asteroidbelt1 =
{
asteroidbelt1 =
{
class = "Squadron",
name = "asteroidbelt1",
type = "asteroid_3_grey_nosalvage",
rotation = {54, -10, -90,},
player = -1,
number = 1,
},
}
local asteroidbelt2 =
{
asteroidbelt2 =
{
class = "Squadron",
name = "asteroidbelt2",
type = "asteroid_4_grey_nosalvage",
rotation = {74, 45, -290,},
player = -1,
number = 1,
},
}
local asteroidbelt3 =
{
asteroidbelt3 =
{
class = "Squadron",
name = "asteroidbelt3",
type = "asteroid_5_grey_nosalvage",
rotation = {44, 29, 20,},
player = -1,
number = 1,
},
Nebula1 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "Mp_Bentusi_Radiation",
color = {1, 1, 1, 1},
size = 6000,
number = 1,
},
}
local asteroidbelt5 =
{
asteroidbelt5 =
{
class = "Squadron",
name = "asteroidbelt5",
type = "asteroid_4_grey_nosalvage_big",
rotation = {244, 129, -120,},
player = -1,
number = 1,
},
Nebula1 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "Mp_Bentusi_Radiation",
color = {1, 1, 1, 1},
size = 32000,
number = 1,
},
}
local asteroidbelt4 =
{
salvage1 =
{
class = "Salvage",
type = "asteroid_3_grey",
number = 2,
},
salvage2 =
{
class = "Salvage",
type = "asteroid_4_grey",
number = 2,
},
salvage3 =
{
class = "Salvage",
type = "asteroid_5_grey",
number = 2,
},
}
local asteroidbelt1alt =
{
asteroidbelt1 =
{
class = "Squadron",
name = "asteroidbelt1",
type = "asteroid_3_grey_nosalvage",
rotation = {74, 10, -90,},
player = -1,
number = 1,
},
}
local asteroidbelt2alt =
{
asteroidbelt2 =
{
class = "Squadron",
name = "asteroidbelt2",
type = "asteroid_4_grey_nosalvage",
rotation = {94, -45, -190,},
player = -1,
number = 1,
},
}
local asteroidbelt3alt =
{
asteroidbelt3 =
{
class = "Squadron",
name = "asteroidbelt3",
type = "asteroid_5_grey_nosalvage",
rotation = {-44, 29, -20,},
player = -1,
number = 1,
},
Nebula1 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "Mp_Bentusi_Radiation",
color = {1, 1, 1, 1},
size = 6000,
number = 1,
},
}
local asteroidbelt5alt =
{
asteroidbelt5 =
{
class = "Squadron",
name = "asteroidbelt5",
type = "asteroid_4_grey_nosalvage_big",
rotation = {-44, 29, 120,},
player = -1,
number = 1,
},
Nebula1 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "Mp_Bentusi_Radiation",
color = {1, 1, 1, 1},
size = 32000,
number = 1,
},
}
--Nebula------------------------------------------------------
local TheGreatNebula =
{
Nebula1 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "M11_Bentusi_Radiation",
color = {1, 1, 1, 1},
size = 25000,
number = 1,
},
Nebula2 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "M11_Bentusi_Radiation",
color = {1, 1, 1, 1},
size = 20000,
number = 2,
},
Nebula3 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "M11_Bentusi_Radiation",
color = {1, 1, 1, 1},
size = 15000,
number = 3,
},
}

---SUN----------------------------------------------------------------------------------------------------------------------------------
local star_sol =
{
star_sol =
{
class = "Squadron",
name = "star_sol",
type = "star_sol",
rotation = {0, 0, 0,},
player = -1,
number = 1,
},
}
local star_sol_lighter =
{
star_sol_lighter =
{
class = "Squadron",
name = "star_sol_lighter",
type = "star_sol_lighter",
rotation = {0, 0, 0,},
player = -1,
number = 12,
},
}
local star_sol_lighter1 =
{
star_sol_lighter1 =
{
class = "Squadron",
name = "star_sol_lighter1",
type = "star_sol_lighter1",
rotation = {0, 0, 0,},
player = -1,
number = 16,
},
}
local sun_nebula =
{
Nebula0 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "M11_Bentusi_Radiation",
color = {1, 1, 1, 1},
size = 115000,
number = 12,
},
Nebula1 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "M11_Bentusi_Radiation",
color = {1, 1, 0, 1},
size = 145000,
number = 8,
},
Nebula2 =
{
class = "Nebula",
kind = "Nebula4_OLD1",
type = "M11_Bentusi_Radiation",
color = {1, 0, 0, 1},
size = 175000,
number = 4,
},
}
asteroidAdd(0-650000, 0, 0+150000, "Box", star_sol, 0, 0, 0, 0, 0)
asteroidAdd(0-650000, 0, 0+150000, "Sphere", star_sol_lighter, random(230000+10000, 235000+10000), random(230000+10000, 235000+10000), random(230000+10000, 235000+10000), random(0, 360), random(0, 360))
asteroidAdd(0-650000, 0, 0+150000, "Sphere", star_sol_lighter1, random(225000+10000, 230000+10000), random(225000+10000, 230000+10000), random(225000+10000, 230000+10000), random(0, 360), random(0, 360))
asteroidAdd(0-650000, 0, 0+150000, "Sphere", sun_nebula, random(210000+10000, 260000+10000), random(210000+10000, 260000+10000), random(210000+10000, 260000+10000), random(0, 360), random(0, 360))
asteroidAdd(0-650000, 0, 0+150000, "Sphere", sun_nebula, random(260000+10000, 310000+10000), random(260000+10000, 310000+10000), random(260000+10000, 310000+10000), random(0, 360), random(0, 360))


ringAdd(-108000+35000, -108000+35000, -58000-14000, orbit1, 250000, 260000, 50000, 25000, -15, -13, 0, 360, 1)

ringAdd(0, 0, 0, playerPositionRing, 67000, 67000, 0, 0, -12, 0, 0, 360, 0)
ringAdd(0, 0, 0, playerPatchRing, 63000, 63000, 0, 0, -12, 0, -10, 350, 0)
--ringAdd(0, 0, 0, playerPatchRing, 43000, 43000, 0, 0, 12, 0, 10, 370, 0)

asteroidAdd(73000+45000, 73000+45000, -36000-11000, "Box", planet_jupiter, 0, 0, 0, 0, 0)
asteroidAdd(32000+27000, 46000+27000, -23000-11000, "Box", playerPatchRing1, 0, 0, 0, 0, 0)
asteroidAdd(46000+27000, 32000+27000, -18000-11000, "Box", playerPatchRing1, 0, 0, 0, 0, 0)
asteroidAdd(37000+27000, 37000+27000, -20000-11000, "Box", meg_balcoragate, 0, 0, 0, 0, 0)
asteroidAdd(25500+27000, 58500+27000, -19500-11000, "Box", meg_tanis, 0, 0, 0, 0, 0)
asteroidAdd(22500+27000, 77500+27000, -13500-11000, "Box", meg_foundry, 0, 0, 0, 0, 0)
asteroidAdd(22500+27000, 77500+27000, -13500-11000, "Box", PatchSalvage, random(7500, 9500), random(7500, 9500), random(7500, 9500), random(0, 360), random(0, 360))
asteroidAdd(62000+27000, 21500+27000, -15500-11000, "Box", meg_gehenna, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(62000+27000, 21500+27000, -15500-11000, "Box", PatchSalvage, random(5500, 7500), random(5500, 7500), random(5500, 7500), random(0, 360), random(0, 360))
asteroidAdd(62000+27000, 21500+27000, -15500-11000, "Box", PatchSalvageDebris, 10300, 10300, 10300, random(0, 360), random(0, 360))
asteroidAdd(62000+27000, 21500+27000, -15500-11000, "Box", PatchSalvageDebris1, 10300, 10300, 10300, random(0, 360), random(0, 360))
asteroidAdd(73000+45000, 73000+45000, -36000-11000, "Sphere", pebble, random(23000+14000, 23000+14000), random(23000+14000, 23000+14000), random(23000+14000, 23000+14000), random(0, 360), random(0, 360))
asteroidAdd(73000+45000, 73000+45000, -36000-11000, "Sphere", pebble1, random(34000+14000, 44000+14000), random(34000+14000, 44000+14000), random(34000+14000, 44000+14000), random(0, 360), random(0, 360))
asteroidAdd(73000+45000, 73000+45000, -36000-11000, "Sphere", pebble2, random(45000+14000, 55000+14000), random(45000+14000, 55000+14000), random(45000+14000, 55000+14000), random(0, 360), random(0, 360))
asteroidAdd(73000+45000, 73000+45000, -36000-11000, "Sphere", pebble3, random(56000+14000, 66000+14000), random(56000+14000, 66000+14000), random(56000+14000, 66000+14000), random(0, 360), random(0, 360))
asteroidAdd(73000+45000, 73000+45000, -36000-11000, "Sphere", pebble4, random(67000+14000, 77000+14000), random(67000+14000, 77000+14000), random(67000+14000, 77000+14000), random(0, 360), random(0, 360))
asteroidAdd(73000+45000, 73000+45000, -36000-11000, "Sphere", pebble5, random(78000+14000, 88000+14000), random(78000+14000, 88000+14000), random(78000+14000, 88000+14000), random(0, 360), random(0, 360))
asteroidAdd(73000+45000, 73000+45000, -36000-11000, "Sphere", pebble6, random(89000+14000, 99000+14000), random(89000+14000, 99000+14000), random(89000+14000, 99000+14000), random(0, 360), random(0, 360))

asteroidAdd(-10000, -33000, 42000+16000, "Box", planet_io, 0, 0, 0, 0, 0)
asteroidAdd(11500, -24000, 35500+16000, "Box", playerPatchRing2, 0, 0, 0, 0, 0)
asteroidAdd(2500, -14000, 47500+16000, "Box", playerPatchRing1, 0, 0, 0, 0, 0)
asteroidAdd(-23500, -50000, 52500+16000, "Box", playerPatchRing2, 0, 0, 0, 0, 0)
asteroidAdd(-10000, -33000, 42000+16000, "Sphere", pebble, random(15000+5000, 25000+5000), random(15000+5000, 25000+5000), random(15000+5000, 25000+5000), random(0, 360), random(0, 360))
asteroidAdd(-10000, -33000, 42000+16000, "Sphere", pebble1, random(26000+5000, 36000+5000), random(26000+5000, 36000+5000), random(26000+5000, 36000+5000), random(0, 360), random(0, 360))
asteroidAdd(-10000, -33000, 42000+16000, "Sphere", pebble2, random(37000+5000, 47000+5000), random(37000+5000, 47000+5000), random(37000+5000, 47000+5000), random(0, 360), random(0, 360))

asteroidAdd(-74000-20000, -64000-20000, -17000, "Box", planet_callisto, 0, 0, 0, 0, 0)
asteroidAdd(-59500-20000, -34500-20000, -13000, "Box", playerPatchRing1, 0, 0, 0, 0, 0)
asteroidAdd(-44500-20000, -49500-20000, -17000, "Box", playerPatchRing1, 0, 0, 0, 0, 0)
asteroidAdd(-50500-20000, -40500-20000, -15000, "Box", meg_balcoragate, 0, 0, 0, 0, 0)
asteroidAdd(-42500-20000, -62500-20000, -11000, "Box", meg_gehenna, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(-42500-20000, -62500-20000, -11000, "Box", PatchSalvage, random(5500, 7500), random(5500, 7500), random(5500, 7500), random(0, 360), random(0, 360))
asteroidAdd(-42500-20000, -62500-20000, -11000, "Box", PatchSalvageDebris, 10500, 10500, 10500, random(0, 360), random(0, 360))
asteroidAdd(-74000-20000, -64000-20000, -17000, "Sphere", pebble, random(15000+5000, 25000+5000), random(15000+5000, 25000+5000), random(15000+5000, 25000+5000), random(0, 360), random(0, 360))
asteroidAdd(-74000-20000, -64000-20000, -17000, "Sphere", pebble1, random(26000+5000, 36000+5000), random(26000+5000, 36000+5000), random(26000+5000, 36000+5000), random(0, 360), random(0, 360))
asteroidAdd(-74000-20000, -64000-20000, -17000, "Sphere", pebble2, random(37000+5000, 47000+5000), random(37000+5000, 47000+5000), random(37000+5000, 47000+5000), random(0, 360), random(0, 360))

asteroidAdd(-68000-20000, 58000+20000, 17000, "Box", planet_europa, 0, 0, 0, 0, 0)
asteroidAdd(-59500-20000, 34500+20000, 15000, "Box", playerPatchRing1, 0, 0, 0, 0, 0)
asteroidAdd(-44500-20000, 49500+20000, 12000, "Box", playerPatchRing1, 0, 0, 0, 0, 0)
asteroidAdd(-50500-20000, 40500+20000, 15000, "Box", meg_balcoragate1, 0, 0, 0, 0, 0)
asteroidAdd(-42500-20000, 62500+20000, 11000, "Box", PatchSalvage, random(5500, 7500), random(5500, 7500), random(5500, 7500), random(0, 360), random(0, 360))
asteroidAdd(-42500-20000, 62500+20000, 11000, "Box", PatchSalvageDebris, 10500, 10500, 10500, random(0, 360), random(0, 360))
asteroidAdd(-42500-20000, 62500+20000, 11000, "Box", PatchSalvageDebris1, 10500, 10500, 10500, random(0, 360), random(0, 360))
asteroidAdd(-68000-20000, 58000+20000, 17000, "Sphere", pebble, random(15000+5000, 25000+5000), random(15000+5000, 25000+5000), random(15000+5000, 25000+5000), random(0, 360), random(0, 360))
asteroidAdd(-68000-20000, 58000+20000, 17000, "Sphere", pebble1, random(26000+5000, 36000+5000), random(26000+5000, 36000+5000), random(26000+5000, 36000+5000), random(0, 360), random(0, 360))
asteroidAdd(-68000-20000, 58000+20000, 17000, "Sphere", pebble2, random(37000+5000, 47000+5000), random(37000+5000, 47000+5000), random(37000+5000, 47000+5000), random(0, 360), random(0, 360))

asteroidAdd(77500+30000, -67500-30000, -20500-1000, "Box", planet_ganymeade, 0, 0, 0, 0, 0)
asteroidAdd(59500+30000, -34500-30000, -17000-1000, "Box", playerPatchRing1, 0, 0, 0, 0, 0)
asteroidAdd(44500+30000, -49500-30000, -9000-1000, "Box", playerPatchRing1, 0, 0, 0, 0, 0)
asteroidAdd(50000+30000, -76000-30000, 7500-1000, "Box", playerPatchRing1, 0, 0, 0, 0, 0)
asteroidAdd(50500+30000, -40500-30000, -12000-1000, "Box", meg_balcoragate1, 0, 0, 0, 0, 0)
asteroidAdd(42500+30000, -60500-30000, -8000-1000, "Box", meg_gehenna, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(42500+30000, -60500-30000, -8000-1000, "Box", PatchSalvage, random(5500, 7500), random(5500, 7500), random(5500, 7500), random(0, 360), random(0, 360))
asteroidAdd(42500+30000, -60500-30000, -8000-1000, "Box", PatchSalvageDebris1, 10500, 10500, 10500, random(0, 360), random(0, 360))
asteroidAdd(77500+30000, -67500-30000, -20500-1000, "Sphere", pebble, random(15000+7000, 25000+7000), random(15000+7000, 25000+7000), random(15000+7000, 25000+7000), random(0, 360), random(0, 360))
asteroidAdd(77500+30000, -67500-30000, -20500-1000, "Sphere", pebble1, random(26000+7000, 36000+7000), random(26000+7000, 36000+7000), random(26000+7000, 36000+7000), random(0, 360), random(0, 360))
asteroidAdd(77500+30000, -67500-30000, -20500-1000, "Sphere", pebble2, random(37000+7000, 47000+7000), random(37000+7000, 47000+7000), random(37000+7000, 47000+7000), random(0, 360), random(0, 360))

--wreak
asteroidAdd(34500-25000, -69500-50000, 8000, "Sphere", Wreack, random(3000, 10000), random(3000, 10000), random(3000, 10000), random(0, 360), random(0, 360))

--belts
ringAdd(-34000, -160000, 97000, asteroidbelt, 200000, 200000, 11000, 5500, -30, -40, -205, -190, 1)
ringAdd(-34000, -160000, 97000, asteroidbeltp, 200000, 200000, 11000, 5500, -30, -40, -208, -183, 1)

asteroidAdd(-17000-3200, 130000, -4000, "Box", asteroidbelt1, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(-17000-3200, 130000, -4000, "Box", asteroidbelt4, random(2100, 2500), random(2100, 2500), random(2100, 2500), random(0, 360), random(0, 360))
asteroidAdd(-17000, 130000-3200, -4000, "Box", asteroidbelt2, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(-17000, 130000-3200, -4000, "Box", asteroidbelt4, random(2100, 2500), random(2100, 2500), random(2100, 2500), random(0, 360), random(0, 360))
asteroidAdd(-17000, 130000, -4000-3200, "Box", asteroidbelt3, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(-17000, 130000, -4000-3200, "Box", asteroidbelt4, random(2100, 2500), random(2100, 2500), random(2100, 2500), random(0, 360), random(0, 360))
asteroidAdd(-17000, 130000-3000, -4000+3000, "Box", asteroidbelt3, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(-17000, 130000-3000, -4000+3000, "Box", asteroidbelt4, random(2100, 2500), random(2100, 2500), random(2100, 2500), random(0, 360), random(0, 360))
asteroidAdd(-17000, 130000, -4000, "Box", asteroidbelt5, 0, 0, 0, random(0, 360), random(0, 360))

asteroidAdd(-17500-3200, 125000, -7000-2000, "Box", asteroidbelt1alt, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(-17500-3200, 125000, -7000, "Box", asteroidbelt4, random(2100, 2500), random(2100, 2500), random(2100, 2500), random(0, 360), random(0, 360))
asteroidAdd(-17500, 125000-3200, -7000-3000, "Box", asteroidbelt2alt, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(-17500, 125000-3200, -7000, "Box", asteroidbelt4, random(2100, 2500), random(2100, 2500), random(2100, 2500), random(0, 360), random(0, 360))
asteroidAdd(-17500, 125000, -7000+3200, "Box", asteroidbelt3alt, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(-17500, 125000, -7000+3200, "Box", asteroidbelt4, random(2100, 2500), random(2100, 2500), random(2100, 2500), random(0, 360), random(0, 360))
asteroidAdd(-17500, 125000-3000, -7000+3000, "Box", asteroidbelt3alt, 0, 0, 0, random(0, 360), random(0, 360))
asteroidAdd(-17500, 125000-3000, -7000+3000, "Box", asteroidbelt4, random(2100, 2500), random(2100, 2500), random(2100, 2500), random(0, 360), random(0, 360))
asteroidAdd(-17500, 125000, -7000, "Box", asteroidbelt5alt, 0, 0, 0, random(0, 360), random(0, 360))

--The great nebula
asteroidAdd(3000+7000, 3000-9000, 3000, "Box", TheGreatNebula, random(0, 29000), random(0, 29000), random(0, 29000), random(0, 360), random(0, 360))
asteroidAdd(1000+7000, 1000-9000, 3000, "Box", playerPatchRing3, 0, 0, 0, 0, 0)
asteroidAdd(5000+7000, 5000-9000, 3000, "Box", playerPatchRing3, 0, 0, 0, 0, 0)

end
function NonDetermChunk()
fogSetActive(0)
setGlareIntensity(0)
setLevelShadowColour(0, 0, 0, 1)
setSensorsManagerCameraDistances(56000, 320000)
loadBackground("black")
end
barabas666 - Sat Apr 30, 2011 12:10 am
Post subject:
you are more than welcome be Beghins Very Happy and thats a very long list isn't it! mmmm if only i knew what it meant ^^ Embarassed
Ycar - Sat Apr 30, 2011 11:19 pm
Post subject:
Not sure if that's a bug.

On the Solar Map, when hyperspace a Command Fortress near a planet owned by an opponent the jump is interupted (that's a feature, right ? ) BUT the Fortress can not jump anymore after that, like it has been captured by the planet...

If it's not bug it's not logical anyway: i mean, the positions where jump are interupted are supposed to be the last ones where you can do every move.
ALC - Sat Apr 30, 2011 11:43 pm
Post subject:
Usually if you are pulled out of a jump by a grav well then the affected ship cannot jump away as it is still within the influence of that grav well. The affected ship has to head away before it can jump out. Your issue could be a similar occurrence in which case it isn't a bug.

As a test you could try repeating the jump with a BC and see if it can jump away after it moves back from the planet.
Ycar - Sun May 01, 2011 12:20 pm
Post subject:
ALC wrote:
Usually if you are pulled out of a jump by a grav well then the affected ship cannot jump away as it is still within the influence of that grav well. The affected ship has to head away before it can jump out. Your issue could be a similar occurrence in which case it isn't a bug.

As a test you could try repeating the jump with a BC and see if it can jump away after it moves back from the planet.


The same way with other capitals (this particular feature is not a problem), except that they can move with their classic engines.

And again, that's not logical: if your ship is "captured" by planet gravity, that should be because it exceeds the point of gravity influence, and if its jump has been interrupted it is supposed to NOT having exceed this point. I mean, this particular point (the point of interruption...) should be the last point of free move...

If it's not a bug, a Fortress, about 30k ru's complete dev, is quite useless in planetary map.
ALC - Sun May 01, 2011 1:55 pm
Post subject:
Ycar wrote:
...if its jump has been interrupted it is supposed to NOT having exceed this point. I mean, this particular point (the point of interruption...) should be the last point of free move...
No. There is a little thing called momentum, ship tumbles out of its jump continues to roll forward a bit. There's the logic.

Ycar wrote:
If it's not a bug, a Fortress, about 30k ru's complete dev, is quite useless in planetary map.
Not really, just don't jump too close to a planet's grav well with a CF.
discharge - Sun May 01, 2011 10:06 pm
Post subject:
odd, after launching crew cells from a crew station the crew cells would just dock right back into a crew the crew station. i couldn't recruit more crew... it stopped launching cells altogether when i moved it closer to orbital station.
ALC - Sun May 01, 2011 10:19 pm
Post subject:
Are you sure you purchased all the ranks you are entitled to? Rank advancement is necessary for crew expansion. Also, you need to keep your honour points high enough for extra crew recruitment.
Ycar - Mon May 02, 2011 12:59 pm
Post subject:
ALC wrote:
No. There is a little thing called momentum, ship tumbles out of its jump continues to roll forward a bit. There's the logic.


Yep, in real space: what about this for a playable game ?
That works fine when the grav well is on a ship just because:
- you can kill it easily
- it's not supposed to stay inactive just for blocking your ship
- the range of a grav well on a ship is about, what ?, 5 km ?

In addition, if the main purpose is to only feature physical behaviour as they are supposed to be in reality, do you really think the technology of such a Fortress do not imply to be able to leave an orbital station ? Really ?

ALC wrote:
Not really, just don't jump too close to a planet's grav well with a CF.


Right. And as planet are the main base in such map (i.e. all what the player need is in this "planet atmosphere" with grav well effect, no need to move for Ru's) what's the purpose to build it ? Defence only ? Nice trip around the map ?


Non sense.
ALC - Mon May 02, 2011 1:22 pm
Post subject:
I would send a recon mission first to have a look at the planet. And I would tend not to send a large asset like a CF in blind without an escort group. A CF is a station, primarily a defensive platform not an attack ship imho.

Ycar wrote:
Defence only?
That would be more or less what I would use it for.

EDIT: You could consider starting a thread about this CF issue in the main forum, see what others' experiences are.
Ycar - Mon May 02, 2011 1:49 pm
Post subject:
ALC wrote:
I would send a recon mission first to have a look at the planet. And I would tend not to send a large asset like a CF in blind without an escort group. A CF is a station, primarily a defensive platform not an attack ship imho.

Ycar wrote:
Defence only?
That would be more or less what I would use it for.


So, the biggest and maybe the most powerfull ship in Complex:
1. is not able to leave an orbital station (wut, so low tech ship it is !)
2. is supposed to be mainly a defensive ship (but wait..., why is it so powerfull so ?)

Ok, ok, ok...
Walkop2011 - Mon May 02, 2011 3:16 pm
Post subject:
Quote:

1. is not able to leave an orbital station (wut, so low tech ship it is !)

NO ship can leave orbit of a planet through Hyperspace. Not the Battleship, not a Frigate, not a Battle Ark. Nothing. I could see how something like this could be troublesome, but there's not really a way around it either unless the Grav.well effect is completely removed.

Quote:

2. is supposed to be mainly a defensive ship (but wait..., why is it so powerfull so ?)

Yes, it is. Its weapons can blanket a pretty big area - and it is a Station - not an assault vessel, right? Stations aren't really used that much for assault - thats the job of BB's and BC's.
Ycar - Mon May 02, 2011 4:24 pm
Post subject:
Walkop2011 wrote:

NO ship can leave orbit of a planet through Hyperspace. Not the Battleship, not a Frigate, not a Battle Ark. Nothing. I could see how something like this could be troublesome, but there's not really a way around it either unless the Grav.well effect is completely removed.


Thank you§§§

Do you know that any satellite have engines to maintain its orbit and most of them can use them combined with orbital speed to release themselves from planet attraction ( >13 km/s )?
Gravity well is already not a physical fatality today, mind you, what about a scifi fortress in far future so ?

At least, the fortress would have such correcting engines and, as you can not feature neither planet revolution nor ship speed in orbital station, it can uses them to release itself from orbit and jump away (very slowly as it's massive, for sure...), just like other capitals.

OR, if it's a station (as the name "Command Fortress" doesn't tell...) its purpose would be to stay in orbit around your planet as a pure defensive ship, and in that case it probably wouldn't have the ability to hyperspace anyway !


Walkop2011 wrote:

Yes, it is. Its weapons can blanket a pretty big area - and it is a Station - not an assault vessel, right? Stations aren't really used that much for assault - thats the job of BB's and BC's.


Sorry, but if it's not an assault vessel, why give it so much power and so high health ? Why give it the ability to move so far away with hyperspace ? Doesn't make sense at all...
In late game, on the contrary, a well used Command Fortress is decisive in offensive battle !

Platforms, as defensive ships, are very slow, some are one move only, and not hyperspace capable on their own... BECAUSE they are supposed to stay around build capable capitals and/or ru's operation for protection. That makes sense.
Walkop2011 - Mon May 02, 2011 4:45 pm
Post subject:
Quote:

Sorry, but if it's not an assault vessel, why give it so much power and so high health ? Why give it the ability to move so far away with hyperspace ? Doesn't make sense at all...

It can be used as an assault vessel, but its main purpose is to be able to defend and protect a large zone - as in the description of the fortress. If it couldn't hyperspace, it wouldn't be able to move anywhere (and even if it had engines, it would take much too long). Try sending a platform halfway acros the map, see how long it takes - then double or triple that time to account for the difference in size.
Quote:

At least, the fortress would have such correcting engines and, as you can not feature neither planet revolution nor ship speed in orbital station, it can uses them to release itself from orbit and jump away (very slowly as it's massive, for sure...), just like other capitals.

Agreed. The fortress should have correction engines to be able to complete slight adjustments to its heading etc. on its own.

Quote:

Gravity well is already not a physical fatality today, mind you, what about a scifi fortress in far future so?

Well, it isn't a detriment to any ship with engines, even in Homeworld times. Hyperspace and physical Drive systems are based on completely different principles. Also, in real world areas, try building a station that's 100's of times larger than the ISS and easily moving it - its not easily done Wink
ALC - Mon May 02, 2011 4:54 pm
Post subject:
Ycar wrote:

2. is supposed to be mainly a defensive ship
It's a Station.
Fortresses tend to be static fortifications.

Yes. Small thrusters for local re-alignment would be useful on the CF.

A gravity well most certainly would be a physical fatality today were you to get caught in it with insufficient resources to escape it. Splat you're dead sort of thing, rather like a bug against the windscreen of a fast moving car.
Ycar - Mon May 02, 2011 5:39 pm
Post subject:
Walkop2011 wrote:

It can be used as an assault vessel, but its main purpose is to be able to defend and protect a large zone - as in the description of the fortress. If it couldn't hyperspace, it wouldn't be able to move anywhere (and even if it had engines, it would take much too long). Try sending a platform halfway acros the map, see how long it takes - then double or triple that time to account for the difference in size.


Right. As it's hyperspace capable and very powerfull... it is offensive ship. Laughing
Or you expect your opponent to attack your defensive position and he will lose every time: i've practiced such a strategy with IA on 7.4.4, and despite the fact it never builds the fortress, it won't be able to use it as offensive ship with my fortress in defensive position (thanks large range grav well). Smile

But fortress may be too powerfull as it is...


Walkop2011 wrote:

Agreed. The fortress should have correction engines to be able to complete slight adjustments to its heading etc. on its own.


That's all i ask. Very Happy


Walkop2011 wrote:

Well, it isn't a detriment to any ship with engines, even in Homeworld times. Hyperspace and physical Drive systems are based on completely different principles. Also, in real world areas, try building a station that's 100's of times larger than the ISS and easily moving it - its not easily done Wink


Yes... BUT, there's a proportional technology progression: if you have the global technology to build such a massive ship, with such powerfull weapon, and its massive power supply needs, you most probably have the technology to solve this particular problem of orbital release speed. Or you simply do not build such a ship, as a pure "Orbital Station" won't be hyperspace capable anyway. Wink
ALC - Mon May 02, 2011 6:00 pm
Post subject:
Ycar wrote:
Yes... BUT, there's a proportional technology progression: if you have the global technology to build such a massive ship, with such powerfull weapon, and its massive power supply needs, you most probably have the technology to solve this particular problem of orbital release speed. Or you simply do not build such a ship, as a pure "Orbital Station" won't be hyperspace capable anyway. Wink
It's original function was as a deep space station to dominate a battle area. It hyper jumps into position as that is a very efficient way of placement.

I've only ever seen the AI use the CF in defence.
Walkop2011 - Mon May 02, 2011 6:26 pm
Post subject:
Quote:

Yes... BUT, there's a proportional technology progression: if you have the global technology to build such a massive ship, with such powerfull weapon, and its massive power supply needs, you most probably have the technology to solve this particular problem of orbital release speed. Or you simply do not build such a ship, as a pure "Orbital Station" won't be hyperspace capable anyway.

Hmm...I have to agree. It maybe designed as a deep space station as ALC said, but it should still have engines capable of making small orbital corrections at the very least.

I even know how to simulate a grav. well in engine speeds - lowering the Command Fortress' engine power when near a planet. Give the planet a negative speed modifier to all ships within range. Simple. Just came to me now Wink
ALC - Mon May 02, 2011 7:13 pm
Post subject:
Walkop2011 wrote:
it should still have engines capable of making small orbital corrections at the very least
Oh I agree there also. A SY is also a stationary object and it has engines for maneuvering — all the stations should have them.
aeonlu - Mon May 02, 2011 11:27 pm
Post subject:
I have noticed that the Battle Arc does not hyperspace. Is this just me?
Beghins - Tue May 03, 2011 8:42 am
Post subject:
Quote:

odd, after launching crew cells from a crew station the crew cells would just dock right back into a crew the crew station. i couldn't recruit more crew... it stopped launching cells altogether when i moved it closer to orbital station.

Orbital Station doesn't need pilot/officer so the Crew Station doesn't use it for recruitement, so if there's no ships like MS, SY ecc... around your recruitement is stopped.

Quote:

Agreed. The fortress should have correction engines to be able to complete slight adjustments to its heading etc. on its own.

Have we to do this? ALC, if you're agree, can you add this to the "To Do" list?

Quote:

I even know how to simulate a grav. well in engine speeds - lowering the Command Fortress' engine power when near a planet. Give the planet a negative speed modifier to all ships within range. Simple. Just came to me now

Idem as above, a simulation of the atmosphere would be good.

Quote:

I have noticed that the Battle Arc does not hyperspace. Is this just me?

This ship will cover a very important role after the next 0.9 release, it now can dock Battlecruisers, Battleships, Vortex and so on, it can jump by hyperspace for sure and assault the enemy around planets
discharge - Wed May 04, 2011 2:54 am
Post subject:
Quote:

Orbital Station doesn't need pilot/officer so the Crew Station doesn't use it for recruitement, so if there's no ships like MS, SY ecc... around your recruitement is stopped.


huh didn't know. well that wasn't the problem anyways. i was moving the MS to a mining base with the crew station, research and power in tow. the crew station was near the MS but kept launching crew cells that would dock with the crew station as soon as they were launched. When there's an orbital station the crew cells dock there to get civilians for crew right? my guess is that since the crew station was moving away from the station and eventually got too far the crew cells would launch, then they wouldn't see the orbital station near and just dock right back with the Crew station ignoring the MS and other production ships.
Walkop2011 - Wed May 04, 2011 3:21 am
Post subject:
Quote:

When there's an orbital station the crew cells dock there to get civilians for crew right?

I don't think so. The crew station sources its crew from..itself.

Was your recruited crew already at maximum? Try and give a few supporting details if you can so we can troubleshoot more effectively. Also, if you can, try to reproduce the bug.
ALC - Wed May 04, 2011 8:39 am
Post subject:
Beghins wrote:

Quote:

Agreed. The fortress should have correction engines to be able to complete slight adjustments to its heading etc. on its own.

Have we to do this? ALC, if you're agree, can you add this to the "To Do" list?

This is with reference to the Command fortress.
Ok, I'll add it to a to do list.
discharge - Wed May 04, 2011 8:37 pm
Post subject:
Quote:

When there's an orbital station the crew cells dock there to get civilians for crew right?


Then why do crew cells dock at the crew station? i just built new rank and the crew\officer barracks for it. my crew was at something akin to this 150\150\260 or something along those lines. point is i had more max crew available. the cells would just re dock to the station each time they were launched. ill see if i can reproduce it
ALC - Wed May 04, 2011 11:12 pm
Post subject:
Yes, a screen shot would help to show your game parameters. As far as I know the cells shouldn't do that.
discharge - Thu May 05, 2011 2:56 am
Post subject:
ALC wrote:
Yes, a screen shot would help to show your game parameters. As far as I know the cells shouldn't do that.


Alright i managed to reproduce it. i started a new game to see if it would happen again. the cells worked fine for a minute or so but then broke when i moved the station vertically. i attached a screenshot. you cant see the ms and other ships but their pretty close. I tested this on both normal and maximum crew recruitment speed settings.

EDIT- Testing info
ALC - Fri May 06, 2011 6:16 pm
Post subject:
How far vertically did you move the station?
I've had it below the x,y plane in the past, but not by much — cells worked fine.
Also, what happens when you build more crew and officer barracks? Does it fix the issue?
Mobbs - Mon May 09, 2011 12:19 pm
Post subject:
Greetings!
I discovered several bugs during enjoying the game last times.

1. map Tanis Wastelands, Hig; my marine frig (I used 2) were not be able to capture Tanis. They moved close but then turned away from it (instead of facing it) and got stuck. I experienced the same prob when I tried to capture a vgr carrier once.

2. sometimes on different maps i get blue and white flickering across the whole screen when a defence field is online, i zoomed all the way in and missiles get destroyed by the field. changing into sensor monitor fixed it after a little while.
(NVIDIA GeForce 310M)

3. often when i launch mining missiles they fly toward the ast. but then get stuck or fly randomly around it. sometimes they hit it eventually. (maybe its because they are declared as weapons/missiles and normally avoid crashing into other objects...dunno)

4. on map Etopia AI doesn't do anything exept harvesting with the given res.collectors.

5. I experienced it once (sry forgot the map) (I played hig) that i captured a hig shipyard and then gave my two capturing marine frigs to give it up and move away but they just got destroyed instantly.
Walkop2011 - Mon May 09, 2011 4:50 pm
Post subject:
Quote:

1. map Tanis Wastelands, Hig; my marine frig (I used 2) were not be able to capture Tanis. They moved close but then turned away from it (instead of facing it) and got stuck. I experienced the same prob when I tried to capture a vgr carrier once.

Good bug.
Quote:

2. sometimes on different maps i get blue and white flickering across the whole screen when a defence field is online, i zoomed all the way in and missiles get destroyed by the field. changing into sensor monitor fixed it after a little while.

Others have experienced this as well. Its an annoying bug, for sure.

Quote:

3. often when i launch mining missiles they fly toward the ast. but then get stuck or fly randomly around it. sometimes they hit it eventually. (maybe its because they are declared as weapons/missiles and normally avoid crashing into other objects...dunno)

Thats just the collision boundaries, as you said. Can't be fixed, to the best of my knowledge.

Quote:

4. on map Etopia AI doesn't do anything exept harvesting with the given res.collectors.

Can you reproduce this bug?

Quote:

5. I experienced it once (sry forgot the map) (I played hig) that i captured a hig shipyard and then gave my two capturing marine frigs to give it up and move away but they just got destroyed instantly.

I knew it wasn't just me (and 1 other person)! Marine Frigates have huge issues whenever detatching from a huge number of different ships. The second they try to detach (or even ATTACH, for some) they simpy explode! This renders them completely useless for me, as this happens on many different ship types. I can't send in Marine Frigates without wondering if they're going to explode!
mickey - Mon May 09, 2011 6:01 pm
Post subject:
I periodically face a problem, but it happens only sometimes, but it strongly irritates me!Twisted Evil
When I choose a certain vessel and I press button "L", for a Launch Command, the game immediately stops on 2-3 seconds, and after this command my game is crashed!
The most surprising what is it happens not always! I can press tens times on button "L", choosing the different ships, but crash of game will not occur!
At the chosen vessel the dock can be empty or have units, but it has no value. I remember that game crash of game can occur in any case!
As a rule the problem happens with Hgn_Mothership or Hgn_Carrier!

I changed some numbers in Shiphold however I is not assured what is it influences a problem.

Example for Carrier:
Code:
addAbility(NewShipType, "ShipHold", 1, 40, 15, "rallypoint", "Fighter,Corvette,Utility", 35, {Fighter = "50",},{Corvette = "300",})


Example for MS:
Code:

addAbility(NewShipType,"ShipHold",1, 40, 30,"rallypoint", "Fighter, Corvette, Utility", 35, {SuperCap="2000"},{Frigate="800"},{Fighter="50"}, {Corvette="300"})


Sometimes it seems to me what is it occurs only in some maps, but I am not assured of it.
If game is crashed, that Hw2.log does not inform on an error!
Somebody faced such problem?
In what there can be a reason?

Any guesses will be interesting, thanks...
Mobbs - Mon May 09, 2011 9:02 pm
Post subject:
Quote:

4. on map Etopia AI doesn't do anything exept harvesting with the given res.collectors.

Can you reproduce this bug?


Tried it on every 1vs1 map. AI does nothing. (BUT when I changed settings to SKIP INTRO: NO (everything else is on normal, etc., start with 6 collectors) and AI is on EXPERT, it moves the mothership near the ress. field....but that's everything then...(on HIGH it does nothing again))
When I play on other maps exept 1vs1 everything works just fine


during testing I found out that when probes are on the way and they sssslightly tangent to the edge of a mining base they don't move around...they crash into it.

and then, i don't know if it is a bug but...well...i'm a fan of platforms and the fast tracking platform is the ONLY thing against viper missiles (and their vgr counterparts) but when platforms are moving they don't shoot...but some do...it's a wee bit confusing. but several times, a viper was closing in, I halted the platform (it was in range and on agressive) and the ******* thing just refused to shoot down the viper. Dunno if it takes a while til platforms completly stop but it's really annoying, cause you cannot move your army during constantly attack by vipers and you cannot target missiles.


Edit: If you wish to use profanity, please star it out for the consideration of others!
Walkop
scias - Mon May 09, 2011 10:41 pm
Post subject:
I just hope this is the right topic - if not, would someone tell me where this belogs to please ?

Have reproducible crash to desktop on Epopia, Open Cosmo and any other I tried, they happen while loading (the bar reachs just under the B, pauses, ctd). Nothing I tried so far (compability modes, settings) helps any, 7.4.2 still runs fine, don't have the time to try an earlier beta now.

I have no idea what logfiles etc. would be helpful, the spoiler contains the last errorlog.
I'm running winxp64 sp2 on a amd64x2 with 6gb ram.

Spoiler:

Homeworld2.exe caused a Breakpoint in module Debug.dll at 0023:00b819b6.
Error occurred at 5/9/2011 23:17:54.
Homeworld2.exe, run by P.
Microsoft Windows XP?.
2 processor(s), type 586.
0 MBytes physical memory.

MiniDump saved to file 'I:\Games\Homeworld2\Bin\Release\5-9-2011_23_17_54_MiniDump.dmp'

Registers:
EAX=00000000 CS=0023 EIP=00b819b6 EFLGS=00200202
EBX=00000000 SS=002b ESP=002ceacc EBP=002cf584
ECX=7c014444 DS=002b ESI=0000000e FS=0053
EDX=00000000 ES=002b EDI=000003ec GS=002b
Bytes at CS:EIP:
cc 83 4d fc ff 8d 8d 5c fe ff ff e8 9b fc ff ff

Call Stack:
0x00B819B6: dbFatalfAux (Debug.dll)
0x0048A1EB: GSLobbySessionDesc::operator= (Homeworld2.exe)
0x005781E0: getLibraryID (Homeworld2.exe)
0x00579086: getLibraryID (Homeworld2.exe)
0x0059865E: getLibraryID (Homeworld2.exe)
0x00599CDD: getLibraryID (Homeworld2.exe)
0x004952A1: GSLobbySessionDesc::operator= (Homeworld2.exe)
0x00490C11: GSLobbySessionDesc::operator= (Homeworld2.exe)

0x004911D2: GSLobbySessionDesc::operator= (Homeworld2.exe)


Stack dump:



Module list: names, addresses, sizes, time stamps and file times:
I:\Games\Homeworld2\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 5562368 bytes - 3fe0d29b - file date is 12/17/2003 15:39:04
M:\WINDOWS\syswow64\ADVAPI32.dll , loaded at 0x00a20000 - 618496 bytes - 45d70a26 - file date is 2/18/2007 20:05:20
M:\WINDOWS\syswow64\oleaut32.dll , loaded at 0x00ac0000 - 553984 bytes - 4760e409 - file date is 12/14/2007 01:28:08
I:\Games\Homeworld2\Bin\Release\Memory.dll, loaded at 0x00b50000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 14:43:30
I:\Games\Homeworld2\Bin\Release\Platform.dll, loaded at 0x00b60000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 14:45:04
I:\Games\Homeworld2\Bin\Release\Debug.dll, loaded at 0x00b80000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 14:43:26
I:\Games\Homeworld2\Bin\Release\Localizer.dll, loaded at 0x00b90000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 14:44:58
I:\Games\Homeworld2\Bin\Release\FileIO.dll, loaded at 0x00bb0000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 14:44:50
I:\Games\Homeworld2\Bin\Release\ZLib.dll, loaded at 0x00be0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 14:44:28
I:\Games\Homeworld2\Bin\Release\lua.dll, loaded at 0x00bf0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 14:45:12
I:\Games\Homeworld2\Bin\Release\luaconfig.dll, loaded at 0x00c10000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 14:45:16
I:\Games\Homeworld2\Bin\Release\divxmedialib.dll, loaded at 0x00c20000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 19:08:56
I:\Games\Homeworld2\Bin\Release\DivxDecoder.dll, loaded at 0x00c40000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 19:08:56
I:\Games\Homeworld2\Bin\Release\FileParser.dll, loaded at 0x00cb0000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 19:08:56
I:\Games\Homeworld2\Bin\Release\util.dll, loaded at 0x00cd0000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 14:45:34
I:\Games\Homeworld2\Bin\Release\hw2box.dll, loaded at 0x00ce0000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 14:45:28
I:\Games\Homeworld2\Bin\Release\objects.dll, loaded at 0x00cf0000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 14:50:36
I:\Games\Homeworld2\Bin\Release\console.dll, loaded at 0x00ea0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 14:48:30
M:\WINDOWS\system32\CmdLineExt03.dll, loaded at 0x02e90000 - 43520 bytes - 3fcb7916 - file date is 5/9/2011 23:14:20
M:\WINDOWS\system32\xpsp2res.dll , loaded at 0x03770000 - 2897920 bytes - 45d69418 - file date is 2/18/2007 20:06:04
M:\WINDOWS\system32\msvcp60.dll , loaded at 0x03e00000 - 404480 bytes - 42435e42 - file date is 3/25/2005 14:00:00
I:\Games\Homeworld2\Bin\Release\GL.dll, loaded at 0x042c0000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 14:50:54
I:\Games\Homeworld2\Bin\Release\seFDAudio.dll, loaded at 0x054d0000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 14:47:20
I:\Games\Homeworld2\Bin\Release\gslobby.dll, loaded at 0x10000000 - 135168 bytes - 3fe0cf28 - file date is 12/17/2003 14:48:24
M:\WINDOWS\SysWOW64\MSCTF.dll , loaded at 0x4b3c0000 - 316416 bytes - 45d70ab2 - file date is 2/18/2007 20:05:38
M:\WINDOWS\system32\msctfime.ime , loaded at 0x4dc30000 - 177152 bytes - 45d70ab3 - file date is 2/18/2007 20:05:38
M:\WINDOWS\SysWOW64\dxdiagn.dll , loaded at 0x4f0e0000 - 1765376 bytes - 45d70a92 - file date is 2/18/2007 20:05:28
M:\WINDOWS\system32\opengl32.dll , loaded at 0x5e8d0000 - 714240 bytes - 45d70aaf - file date is 2/18/2007 20:05:46
M:\WINDOWS\system32\GLU32.dll , loaded at 0x68720000 - 123392 bytes - 45d70a40 - file date is 2/18/2007 20:05:30
M:\WINDOWS\system32\nvogl32.dll , loaded at 0x69500000 - 14737408 bytes - 4d18bd4b - file date is 12/30/2010 13:12:40
M:\WINDOWS\system32\dbghelp.dll , loaded at 0x6d580000 - 665600 bytes - 424377ad - file date is 3/25/2005 14:00:00
M:\WINDOWS\system32\WSOCK32.dll , loaded at 0x71bb0000 - 22528 bytes - 3e8024be - file date is 3/25/2005 14:00:00
M:\WINDOWS\system32\WS2HELP.dll , loaded at 0x71bf0000 - 19968 bytes - 424377ee - file date is 3/25/2005 14:00:00
M:\WINDOWS\system32\WS2_32.dll , loaded at 0x71c00000 - 83456 bytes - 45d70ae9 - file date is 2/18/2007 20:06:02
M:\WINDOWS\syswow64\NETAPI32.dll , loaded at 0x71c40000 - 345088 bytes - 48f7bdc3 - file date is 10/17/2008 16:53:16
M:\WINDOWS\system32\msacm32.drv , loaded at 0x72d60000 - 22528 bytes - 424377fb - file date is 3/25/2005 14:00:00
M:\WINDOWS\system32\wdmaud.drv , loaded at 0x72d70000 - 23552 bytes - 424377e9 - file date is 3/25/2005 14:00:00
M:\WINDOWS\system32\DDRAW.dll , loaded at 0x73860000 - 283136 bytes - 424377b3 - file date is 3/25/2005 14:00:00
M:\WINDOWS\system32\DCIMAN32.dll , loaded at 0x73b30000 - 8704 bytes - 3e8024b0 - file date is 3/25/2005 14:00:00
M:\WINDOWS\system32\KsUser.dll , loaded at 0x73e20000 - 4096 bytes - 424377bb - file date is 3/25/2005 14:00:00
M:\WINDOWS\system32\dsound.dll , loaded at 0x73e50000 - 360960 bytes - 45d70a85 - file date is 2/18/2007 20:05:28
M:\WINDOWS\SysWOW64\wbem\wbemsvc.dll, loaded at 0x74ce0000 - 43520 bytes - 3e8024a8 - file date is 3/25/2005 14:00:00
M:\WINDOWS\SysWOW64\wbem\wbemprox.dll, loaded at 0x74cf0000 - 20992 bytes - 424377e5 - file date is 3/25/2005 14:00:00
M:\WINDOWS\SysWOW64\wbem\wbemcomn.dll, loaded at 0x750f0000 - 225792 bytes - 45d70ad3 - file date is 2/18/2007 20:05:58
M:\WINDOWS\system32\USP10.dll , loaded at 0x75490000 - 379904 bytes - 45d70ac9 - file date is 2/18/2007 20:05:56
M:\WINDOWS\SysWOW64\wbem\fastprox.dll, loaded at 0x75550000 - 482816 bytes - 45d70a3a - file date is 2/18/2007 20:05:28
M:\WINDOWS\system32\apphelp.dll , loaded at 0x75e60000 - 148992 bytes - 45d70a36 - file date is 2/18/2007 20:05:20
M:\WINDOWS\syswow64\MSASN1.dll , loaded at 0x76190000 - 58880 bytes - 4aa18661 - file date is 9/10/2009 07:02:26
M:\WINDOWS\syswow64\CRYPT32.dll , loaded at 0x761b0000 - 595456 bytes - 45d70a80 - file date is 2/18/2007 20:05:24
M:\WINDOWS\system32\NTDSAPI.dll , loaded at 0x766f0000 - 71680 bytes - 45d70a9f - file date is 2/18/2007 20:05:44
M:\WINDOWS\system32\winmm.dll , loaded at 0x76aa0000 - 174080 bytes - 45d70af0 - file date is 2/18/2007 20:05:58
M:\WINDOWS\syswow64\WINTRUST.dll , loaded at 0x76bb0000 - 169472 bytes - 4b33115a - file date is 12/24/2009 13:14:42
M:\WINDOWS\syswow64\imagehlp.dll , loaded at 0x76c10000 - 147968 bytes - 45d70a5d - file date is 2/18/2007 20:05:32
M:\WINDOWS\system32\DNSAPI.dll , loaded at 0x76ed0000 - 160768 bytes - 485bf4c7 - file date is 6/22/2008 00:07:46
M:\WINDOWS\syswow64\WLDAP32.dll , loaded at 0x76f10000 - 179712 bytes - 45d70ad5 - file date is 2/18/2007 20:06:00
M:\WINDOWS\system32\COMRes.dll , loaded at 0x77010000 - 797184 bytes - 45d70a76 - file date is 2/18/2007 20:05:22
M:\WINDOWS\syswow64\WININET.dll , loaded at 0x77210000 - 672256 bytes - 4bcdaee8 - file date is 4/20/2010 20:33:30
M:\WINDOWS\syswow64\ole32.dll , loaded at 0x77670000 - 1267200 bytes - 45d70aa5 - file date is 2/18/2007 20:05:44
M:\WINDOWS\system32\CLBCatQ.DLL , loaded at 0x777b0000 - 510976 bytes - 45d70a3b - file date is 2/18/2007 20:05:22
M:\WINDOWS\system32\midimap.dll , loaded at 0x77b60000 - 18944 bytes - 424377c9 - file date is 3/25/2005 14:00:00
M:\WINDOWS\system32\MSACM32.dll , loaded at 0x77b70000 - 71168 bytes - 45d70aa0 - file date is 2/18/2007 20:05:36
M:\WINDOWS\syswow64\version.dll , loaded at 0x77b90000 - 18432 bytes - 424377d6 - file date is 3/25/2005 14:00:00
M:\WINDOWS\syswow64\msvcrt.dll , loaded at 0x77ba0000 - 348672 bytes - 45d70b06 - file date is 2/18/2007 20:05:42
I:\Games\Homeworld2\Bin\Release\MSVCR70.dll, loaded at 0x7c000000 - 344064 bytes - 3c36e574 - file date is 8/14/2003 19:08:58
M:\WINDOWS\syswow64\SHELL32.dll , loaded at 0x7c8d0000 - 8360960 bytes - 485819a8 - file date is 2/10/2009 16:52:22
M:\WINDOWS\syswow64\SHLWAPI.dll , loaded at 0x7d180000 - 320000 bytes - 4ad783ea - file date is 10/15/2009 22:35:36
M:\WINDOWS\syswow64\kernel32.dll , loaded at 0x7d4c0000 - 1009152 bytes - 45d70a00 - file date is 2/18/2007 20:05:34
M:\WINDOWS\system32\ntdll.dll , loaded at 0x7d600000 - 766464 bytes - 45d709ff - file date is 2/18/2007 20:05:44
M:\WINDOWS\syswow64\GDI32.dll , loaded at 0x7d800000 - 292352 bytes - 49006376 - file date is 10/24/2008 03:49:16
M:\WINDOWS\syswow64\Secur32.dll , loaded at 0x7d8d0000 - 66560 bytes - 45d709ff - file date is 2/18/2007 20:05:48
M:\WINDOWS\syswow64\USER32.dll , loaded at 0x7d930000 - 602624 bytes - 45e7c672 - file date is 3/2/2007 10:54:34
M:\WINDOWS\syswow64\RPCRT4.dll , loaded at 0x7da20000 - 629248 bytes - 45d709fe - file date is 2/18/2007 20:05:48
M:\WINDOWS\system32\LPK.DLL , loaded at 0x7dbc0000 - 22016 bytes - 45d709fe - file date is 2/18/2007 20:05:34
M:\WINDOWS\WinSxS\WOW64_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.3790.3959_x-ww_5FA17F4E\comctl32.dll, loaded at 0x7dbd0000 - 1051648 bytes - 45d709fd - file date is 2/18/2007 20:24:12
M:\WINDOWS\system32\IMM32.DLL , loaded at 0x7dee0000 - 112640 bytes - 45d709fe - file date is 2/18/2007 20:05:32


Necrotix - Tue May 10, 2011 4:26 am
Post subject:
On Megalith Way, when trying to capture a Tanis as the Vaygr, the infiltrator frigates will orient themselves backwards, with the infiltrator pods facing away from the Megalith. This happens every once in a while with other megaliths too
Beghins - Tue May 10, 2011 9:31 pm
Post subject:
Quote:

On Megalith Way, when trying to capture a Tanis as the Vaygr, the infiltrator frigates will orient themselves backwards, with the infiltrator pods facing away from the Megalith. This happens every once in a while with other megaliths too

OK
Quote:

and then, i don't know if it is a bug but...well...i'm a fan of platforms and the fast tracking platform is the ONLY thing against viper missiles (and their vgr counterparts) but when platforms are moving they don't shoot...but some do...it's a wee bit confusing. but several times, a viper was closing in, I halted the platform (it was in range and on agressive) and the ******* thing just refused to shoot down the viper. Dunno if it takes a while til platforms completly stop but it's really annoying, cause you cannot move your army during constantly attack by vipers and you cannot target missiles.

I'm going to check
Quote:

Tried it on every 1vs1 map. AI does nothing. (BUT when I changed settings to SKIP INTRO: NO (everything else is on normal, etc., start with 6 collectors) and AI is on EXPERT, it moves the mothership near the ress. field....but that's everything then...(on HIGH it does nothing again))
When I play on other maps exept 1vs1 everything works just fine

This doesn't happen to me, but I'll try again
Cavalierenero - Thu May 12, 2011 7:43 pm
Post subject:
I have the same problem with bins of resources and the mother ship.
When starting the game in more ways and with different settings the AI does not react in any way ... picks up resources to the limit and nothing else.
The mother of astonave closer to the bins, and nothing more.
The original version of the game and version 7.4.4 of the mod working fine.
It is because I have an Italian version of the basic game and its patch 1.1 ever in Italian?
Beghins - Fri May 13, 2011 8:58 am
Post subject:
Quote:

I have the same problem with bins of resources and the mother ship.
When starting the game in more ways and with different settings the AI does not react in any way ... picks up resources to the limit and nothing else.
The mother of astonave closer to the bins, and nothing more.
The original version of the game and version 7.4.4 of the mod working fine.
It is because I have an Italian version of the basic game and its patch 1.1 ever in Italian?

No, I think the AI in 0.8 is bugged, it's due to the Vgr Adv. Mobile Refinery
Instead of -overridebigfile insert -overridebigfile -luatrace, after a match open your ...\bin\release\log.txt with your notepad and post it here
Anyway the 0.9 in coming out right now (I think 3-4 days) and it will be the first release really playable and balanced.
We're at the last step, ALC and Sagyxil will do the rest with typo and content, then C8 will be ready to go out.
ALC - Fri May 13, 2011 9:53 am
Post subject:
Sounds good.
Cavalierenero - Sat May 14, 2011 5:20 pm
Post subject:
Unfortunately there appears no log files of any type in any folder on my PC.
Even among the hidden files.
I'll wait for the next release also because unfortunately I have not alternative.
I hope that goes better with the next.
Cavalierenero - Wed May 18, 2011 10:40 am
Post subject:
Pending the final version I've tried other complex mod and all work while the problem with the AI version is 0.8.
I have no alternative to get around the problem?
Beghins - Wed May 18, 2011 12:10 pm
Post subject:
wait for the 0.9, 2-3 days at max
Alewx - Wed May 18, 2011 1:46 pm
Post subject:
The Ai needs something that blocks or delays the Vgr from rushing T3 Tech.
I had mutliple games with 5 Expert AIs (1 Hiigs, 4 vgr) the vgr have already 1000 research points while higs have atleast 150-200.
we need something to balance the stuff there a bit.
ALC - Wed May 18, 2011 5:45 pm
Post subject:
I concur on this. The Hiigs in my experience develop far too slowly in comparison to Vaygr.
Alewx - Wed May 18, 2011 10:26 pm
Post subject:
Quote:

I concur on this. The Hiigs in my experience develop far too slowly in comparison to Vaygr.

I would say Vaygr evolve far too quick. But we mean the same. Very Happy
ALC - Thu May 19, 2011 12:10 am
Post subject:
Yes indeed.
And I agree that the Vagyr development might benefit from adjustment to make it slower.
Patch - Tue May 24, 2011 2:23 pm
Post subject:
I get some "absolute no sound" problem in Windows7 X64 SP1 with complex 8 beta 0.8, 0.9 and also with 7.4.4, while HW2 withouth the mod works fine with sound.

HW2.log says there is some end of file problem in staging.lua file.

Code:
Tue May 24 14:52:01 2011
 Loaded Archive: 'Homeworld2.big'
 UTIL -- filepath failure, path doesn't exists 'D:\Games\HW2\data\locale\English'
 Loaded Archive: 'English.big'
 Loaded Archive: 'Complex744.big'
 Uing ..profiles\ for profiles folder
 GAME -- Using player profile Player1
 Changing from a 32 bit colour depth in winNT (6.1 build 7601), Service Pack 1
 error executing GetAssumedLatestDll() in driverConfig.lua
 error executing GetAssumedLatestDllVersion() in driverConfig.lua
 error executing AdjustForBadDrivers() in driverConfig.lua
 Using ATI Technologies Inc.'s 4.1.10750 Compatibility Profile Context ATI Radeon HD 5670 renderer (Suspected driver is  0)
 Loaded Archive: 'EnglishSpeech.big'
 Loaded Archive: 'Music.big'
 LUA 'data:sound/music/staging/staging_01.lua' -- parameter: `=' expected;
  last token read: `<eof>' at line 3 in string ""
 LUA 'DATA:sound\music\staging\STAGING_01.lua' -- parameter: `=' expected;
  last token read: `<eof>' at line 3 in string ""
 Build name: The Dust Wars  - AutoBuild3569 - Ordered by smmatte
 Built by  : mrbuild
 Data path : D:\Games\HW2\data
 Sound Manager could not create a handle to play data:Sound/Music/ANIMATIC/logo
 Resetting fp control word.
 CmdLine: -mod Complex744.big -overrideBigFile -hardwareCursor


After correcting this file, the game search for a non exitsing folder.



Code:
 Loaded Archive: 'EnglishSpeech.big'
 Loaded Archive: 'Music.big'
 Build name: The Dust Wars  - AutoBuild3569 - Ordered by smmatte
 Built by  : mrbuild
 Data path : D:\Games\HW2\data
 Sound Manager could not create a handle to play data:Sound/Music/ANIMATIC/logo
 Resetting fp control word.
 CmdLine: -mod Complex744.big -overrideBigFile -hardwareCursor



I copied my HW2 complex installation to a XP SP3 windows, and there the sound works. I dunno what's wrong on Win7... (DEP disabled in Win7 of course)[/code]
Unh0ld84 - Tue May 24, 2011 6:46 pm
Post subject:
Greetings,

Started testing Beta9 today. Two games, two random crashes after ~20-30 minutes

System: Win7 64bit
Gfx: ATI Radeon 5770 HD (updated drivers)
CPU: QuadCore i7

Game settings:

-everything on default
- I play Hig, 3 Hard AI as Vayg (2 of them teamed up)
- map: Open Cosmos 6p

First crash occured right after I was launching a few probes around the map

Spoiler:

Homeworld2.exe caused an Access Violation in module atioglxx.dll at 0023:69a3ee62.
Error occurred at 5/24/2011 18:40:34.
Homeworld2.exe, run by Christopher.
Microsoft Windows XP?.
8 processor(s), type 586.
2046 MBytes physical memory.
Read from location 00000000 caused an access violation.

MiniDump failed to save.

Registers:
EAX=00000000 CS=0023 EIP=69a3ee62 EFLGS=00010206
EBX=00000000 SS=002b ESP=0018ee00 EBP=0018ee08
ECX=00002000 DS=002b ESI=00000000 FS=0053
EDX=00000000 ES=002b EDI=00000000 GS=002b
Bytes at CS:EIP:
66 0f 6f 06 66 0f 6f 4e 10 66 0f 6f 56 20 66 0f

Call Stack:

Stack dump:
0018ee00: 00100000 00000000 0018ee38 69a3ef1b 00000000 00000000 00100000 00000001
0018ee20: 00000000 00000000 00000000 00000800 065de404 00100000 00000800 696764e3
0018ee40: 00000000 00000000 00100000 00000200 065de3c4 69678ed4 00000000 00000800
0018ee60: 00000000 00000800 00000200 00000200 065d6a50 00100000 0018ef0c 205e7d18
0018ee80: 00000000 00000800 00000800 0000000d 00000000 69621813 00000000 00000000
0018eea0: 00000200 00000029 00000000 00000000 0000000b 00000000 ffffffff 00000000
0018eec0: 00000002 00000000 00000000 00008058 00000000 00000000 00000000 00000000
0018eee0: 00000029 00000000 00000000 065a29b0 00000000 065a29b0 00000000 00100000
0018ef00: 00000000 00000000 00000000 0000000b 691ca885 065d6a50 00000001 00000000
0018ef20: 00000000 00000000 00000000 0000000b 00000000 00000000 00000000 00000001
0018ef40: 0018efb8 05d0c7b4 69a387d7 00008058 000084c0 69788df5 065d3b08 00000001
0018ef60: 00000000 00000000 05d0eda4 05d0c388 05d0c7b4 00000000 065d3b08 00000200
0018ef80: 00100000 00000001

Module list: names, addresses, sizes, time stamps and file times:
D:\Homeworld2 - Kopie\Bin\Release\Memory.dll, loaded at 0x00020000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30
D:\Homeworld2 - Kopie\Bin\Release\Debug.dll, loaded at 0x00030000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26
D:\Homeworld2 - Kopie\Bin\Release\Platform.dll, loaded at 0x00230000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04
D:\Homeworld2 - Kopie\Bin\Release\Localizer.dll, loaded at 0x00250000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58
D:\Homeworld2 - Kopie\Bin\Release\FileIO.dll, loaded at 0x00270000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50
D:\Homeworld2 - Kopie\Bin\Release\ZLib.dll, loaded at 0x002a0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28
D:\Homeworld2 - Kopie\Bin\Release\lua.dll, loaded at 0x002b0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12
D:\Homeworld2 - Kopie\Bin\Release\LuaConfig.dll, loaded at 0x002d0000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16
D:\Homeworld2 - Kopie\Bin\Release\DivxMediaLib.dll, loaded at 0x002e0000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
D:\Homeworld2 - Kopie\Bin\Release\Util.dll, loaded at 0x00300000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34
D:\Homeworld2 - Kopie\Bin\Release\DivxDecoder.dll, loaded at 0x00390000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
D:\Homeworld2 - Kopie\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 3559424 bytes - 3fe0d29b - file date is 12/17/2003 14:39:04
D:\Homeworld2 - Kopie\Bin\Release\FileParser.dll, loaded at 0x00790000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
D:\Homeworld2 - Kopie\Bin\Release\HW2Box.dll, loaded at 0x007b0000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28
D:\Homeworld2 - Kopie\Bin\Release\Console.dll, loaded at 0x007c0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30
D:\Homeworld2 - Kopie\Bin\Release\Objects.dll, loaded at 0x009e0000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36
D:\Homeworld2 - Kopie\Bin\Release\GL.DLL, loaded at 0x02d80000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
D:\Homeworld2 - Kopie\Bin\Release\seFDAudio.dll, loaded at 0x02ec0000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 13:47:20
C:\Windows\system32\atiadlxy.dll , loaded at 0x039e0000 - 229376 bytes - 4b68ec69 - file date is 2/3/2010 05:24:28
D:\Homeworld2 - Kopie\Bin\Release\GSLobby.dll, loaded at 0x10000000 - 135168 bytes - 3fe0cf28 - file date is 12/17/2003 13:48:24
C:\Windows\system32\atioglxx.dll , loaded at 0x69030000 - 14147072 bytes - 4b68f509 - file date is 2/3/2010 06:01:18
C:\Windows\system32\avrt.dll , loaded at 0x6f3b0000 - 14336 bytes - 4a5bd998 - file date is 7/14/2009 03:15:00
C:\Windows\system32\opengl32.dll , loaded at 0x6fde0000 - 791552 bytes - 4a5bdadb - file date is 7/14/2009 03:16:14
C:\Windows\SysWOW64\POWRPROF.dll , loaded at 0x6feb0000 - 145408 bytes - 4a5bdb0c - file date is 7/14/2009 03:16:14
C:\Windows\system32\dsound.dll , loaded at 0x6fef0000 - 453632 bytes - 4a5bd9fd - file date is 7/14/2009 03:15:14
C:\Windows\system32\GLU32.dll , loaded at 0x70240000 - 130048 bytes - 4a5bd9df - file date is 7/14/2009 03:15:24
C:\Windows\SysWOW64\d3d11.dll , loaded at 0x70270000 - 522752 bytes - 4ce7b7b0 - file date is 11/20/2010 14:18:26
C:\Windows\SysWOW64\d3d10_1core.dll, loaded at 0x70300000 - 219136 bytes - 4ce7b7ac - file date is 11/20/2010 14:18:26
C:\Windows\SysWOW64\d3d10_1.dll , loaded at 0x70340000 - 161792 bytes - 4a5bd9a1 - file date is 7/14/2009 03:15:08
C:\Windows\SysWOW64\d3d10.dll , loaded at 0x70370000 - 1030144 bytes - 4a5bd9a0 - file date is 7/14/2009 03:15:08
C:\Windows\SysWOW64\dxgi.dll , loaded at 0x70480000 - 508416 bytes - 4ce7b819 - file date is 11/20/2010 14:18:38
C:\Windows\SysWOW64\d3d10core.dll , loaded at 0x70ba0000 - 190464 bytes - 4a5bd9a3 - file date is 7/14/2009 03:15:08
C:\Windows\SysWOW64\dxdiagn.dll , loaded at 0x70be0000 - 210432 bytes - 4ce7b818 - file date is 11/20/2010 14:18:38
C:\Windows\system32\atigktxx.dll , loaded at 0x70d70000 - 14848 bytes - 4b68ec54 - file date is 2/3/2010 05:24:04
C:\Windows\system32\wbem\fastprox.dll, loaded at 0x70ef0000 - 606208 bytes - 4ce7b809 - file date is 11/20/2010 14:19:04
C:\Windows\system32\wbemcomn.dll , loaded at 0x70f90000 - 363008 bytes - 4ce7ba25 - file date is 11/20/2010 14:21:36
C:\Windows\system32\NTDSAPI.dll , loaded at 0x71030000 - 90112 bytes - 4a5bdade - file date is 7/14/2009 03:16:12
C:\Windows\system32\DCIMAN32.dll , loaded at 0x71140000 - 10240 bytes - 4a5bd9b4 - file date is 7/14/2009 03:15:10
C:\Windows\system32\DDRAW.dll , loaded at 0x71150000 - 531968 bytes - 4a5bd9b8 - file date is 7/14/2009 03:15:12
C:\Windows\system32\atiglpxx.dll , loaded at 0x712d0000 - 12800 bytes - 4b68ec5c - file date is 2/3/2010 05:24:12
C:\Windows\system32\wbem\wbemsvc.dll, loaded at 0x71360000 - 47616 bytes - 4a5bdb30 - file date is 7/14/2009 03:16:18
C:\Windows\system32\wbem\wbemprox.dll, loaded at 0x71370000 - 29184 bytes - 4a5bdb2f - file date is 7/14/2009 03:16:18
C:\Windows\system32\winbrand.dll , loaded at 0x71630000 - 12800 bytes - 4a5bdb39 - file date is 7/14/2009 03:16:20
C:\Windows\system32\AUDIOSES.DLL , loaded at 0x716f0000 - 195584 bytes - 4ce7b725 - file date is 11/20/2010 14:18:06
C:\Windows\System32\MMDevApi.dll , loaded at 0x71730000 - 213504 bytes - 4ce7b892 - file date is 11/20/2010 14:19:40
C:\Windows\System32\PROPSYS.dll , loaded at 0x71920000 - 988160 bytes - 4ce7b983 - file date is 11/20/2010 14:20:58
C:\Windows\system32\dwmapi.dll , loaded at 0x72230000 - 67072 bytes - 4a5bda07 - file date is 7/14/2009 03:15:14
C:\Windows\system32\sfc_os.DLL , loaded at 0x72250000 - 40960 bytes - 4a5bdb02 - file date is 7/14/2009 03:16:16
C:\Windows\system32\sfc.dll , loaded at 0x72260000 - 2560 bytes - 4a5bdb01 - file date is 7/14/2009 03:10:24
C:\Windows\system32\MSACM32.dll , loaded at 0x72270000 - 72192 bytes - 4a5bda4e - file date is 7/14/2009 03:15:44
C:\Windows\system32\WINMM.dll , loaded at 0x72290000 - 194048 bytes - 4ce7ba42 - file date is 11/20/2010 14:21:38
C:\Windows\system32\UxTheme.dll , loaded at 0x722d0000 - 245760 bytes - 4a5bdb3c - file date is 7/14/2009 03:11:26
C:\Windows\AppPatch\AcGenral.DLL , loaded at 0x72350000 - 2175488 bytes - 4ce7b6ff - file date is 11/20/2010 14:18:02
C:\Windows\system32\samcli.dll , loaded at 0x72a10000 - 51200 bytes - 4ce7b9a0 - file date is 11/20/2010 14:21:06
C:\Windows\system32\MPR.dll , loaded at 0x72a20000 - 64000 bytes - 4a5bda36 - file date is 7/14/2009 03:15:42
C:\Windows\system32\apphelp.dll , loaded at 0x72a40000 - 295936 bytes - 4ce7b73e - file date is 11/20/2010 14:18:04
C:\Windows\system32\RpcRtRemote.dll, loaded at 0x72c70000 - 46080 bytes - 4ce7992f - file date is 11/20/2010 14:21:04
C:\Windows\system32\VERSION.dll , loaded at 0x73010000 - 21504 bytes - 4a5bdb2b - file date is 7/14/2009 03:16:18
C:\Windows\system32\rsaenh.dll , loaded at 0x73270000 - 242936 bytes - 4a5bdae0 - file date is 7/14/2009 03:17:56
C:\Windows\system32\CRYPTSP.dll , loaded at 0x732b0000 - 78848 bytes - 4a5bda3d - file date is 7/14/2009 03:15:08
C:\Windows\system32\USERENV.dll , loaded at 0x732d0000 - 81920 bytes - 4ce7ba28 - file date is 11/20/2010 14:21:34
C:\Windows\system32\profapi.dll , loaded at 0x73750000 - 31744 bytes - 4a5bbf41 - file date is 7/14/2009 03:16:14
C:\Windows\system32\WSOCK32.dll , loaded at 0x74e10000 - 15360 bytes - 4a5bdb63 - file date is 7/14/2009 03:16:22
C:\Windows\syswow64\CRYPTBASE.dll , loaded at 0x75030000 - 36864 bytes - 4a5bbf41 - file date is 7/14/2009 03:15:08
C:\Windows\syswow64\SspiCli.dll , loaded at 0x75040000 - 96768 bytes - 4ce7ba59 - file date is 11/20/2010 14:08:58
C:\Windows\syswow64\OLEAUT32.dll , loaded at 0x750a0000 - 571904 bytes - 4ce7b972 - file date is 11/20/2010 14:20:50
C:\Windows\syswow64\SHLWAPI.dll , loaded at 0x75130000 - 350208 bytes - 4ce7b9e2 - file date is 11/20/2010 14:21:20
C:\Windows\system32\IMM32.DLL , loaded at 0x75220000 - 119808 bytes - 4ce7ba53 - file date is 11/20/2010 14:08:52
C:\Windows\syswow64\USER32.dll , loaded at 0x75280000 - 833024 bytes - 4ce7ba59 - file date is 11/20/2010 14:08:58
C:\Windows\syswow64\msvcrt.dll , loaded at 0x75380000 - 690688 bytes - 4a5bda6f - file date is 7/14/2009 03:15:52
C:\Windows\syswow64\WS2_32.dll , loaded at 0x75430000 - 206848 bytes - 4ce7ba68 - file date is 11/20/2010 14:21:40
C:\Windows\syswow64\kernel32.dll , loaded at 0x75470000 - 837632 bytes - 4ce7baf9 - file date is 11/20/2010 14:08:58
C:\Windows\syswow64\MSASN1.dll , loaded at 0x755e0000 - 34304 bytes - 4ce7b8c9 - file date is 11/20/2010 14:19:46
C:\Windows\syswow64\ADVAPI32.dll , loaded at 0x755f0000 - 640512 bytes - 4ce7b706 - file date is 11/20/2010 14:18:04
C:\Windows\syswow64\ole32.dll , loaded at 0x75690000 - 1414144 bytes - 4ce7b96f - file date is 11/20/2010 14:20:50
C:\Windows\syswow64\WINTRUST.dll , loaded at 0x757f0000 - 172032 bytes - 4ce7ba52 - file date is 11/20/2010 14:21:38
C:\Windows\syswow64\DEVOBJ.dll , loaded at 0x75870000 - 64512 bytes - 4a5bd9c5 - file date is 7/14/2009 03:15:12
C:\Windows\syswow64\CRYPT32.dll , loaded at 0x75890000 - 1154048 bytes - 4ce7b841 - file date is 11/20/2010 14:18:26
C:\Windows\syswow64\PSAPI.DLL , loaded at 0x759b0000 - 6144 bytes - 4a5bdace - file date is 7/14/2009 03:16:14
C:\Windows\syswow64\iertutil.dll , loaded at 0x759c0000 - 2064384 bytes - 4ce7b84b - file date is 11/20/2010 14:19:20
C:\Windows\syswow64\LPK.dll , loaded at 0x75bc0000 - 25600 bytes - 4a5bdb3b - file date is 7/14/2009 03:11:24
C:\Windows\syswow64\WININET.dll , loaded at 0x75bd0000 - 981504 bytes - 4d746cd9 - file date is 3/7/2011 07:33:14
C:\Windows\syswow64\RPCRT4.dll , loaded at 0x75cd0000 - 663040 bytes - 4ce7ba59 - file date is 11/20/2010 14:08:58
C:\Windows\syswow64\IMAGEHLP.dll , loaded at 0x75dd0000 - 155136 bytes - 4ce7b83a - file date is 11/20/2010 14:19:22
C:\Windows\syswow64\USP10.dll , loaded at 0x75e00000 - 626176 bytes - 4ce7ba29 - file date is 11/20/2010 14:21:34
C:\Windows\syswow64\SETUPAPI.dll , loaded at 0x75ea0000 - 1667584 bytes - 4ce7b9d9 - file date is 11/20/2010 14:21:16
C:\Windows\SysWOW64\sechost.dll , loaded at 0x76040000 - 92160 bytes - 4a5bdb04 - file date is 7/14/2009 03:16:14
C:\Windows\syswow64\KERNELBASE.dll , loaded at 0x760e0000 - 269824 bytes - 4ce7bafa - file date is 11/20/2010 14:08:58
C:\Windows\syswow64\MSCTF.dll , loaded at 0x76130000 - 828928 bytes - 4a5bda69 - file date is 7/14/2009 03:15:44
C:\Windows\syswow64\urlmon.dll , loaded at 0x76200000 - 1230336 bytes - 4d746cc4 - file date is 3/7/2011 07:33:12
C:\Windows\syswow64\CFGMGR32.dll , loaded at 0x76340000 - 145920 bytes - 4ce7b787 - file date is 11/20/2010 14:18:14
C:\Windows\syswow64\GDI32.dll , loaded at 0x76370000 - 311296 bytes - 4ce7ba53 - file date is 11/20/2010 14:08:52
C:\Windows\syswow64\CLBCatQ.DLL , loaded at 0x76400000 - 522240 bytes - 4a5bd9b1 - file date is 7/14/2009 03:15:04
C:\Windows\syswow64\SHELL32.dll , loaded at 0x76490000 - 12872192 bytes - 4ce7b9de - file date is 11/20/2010 14:21:20
C:\Windows\syswow64\NSI.dll , loaded at 0x774b0000 - 8704 bytes - 4a5bdad9 - file date is 7/14/2009 03:16:12
C:\Windows\SysWOW64\ntdll.dll , loaded at 0x774e0000 - 1292096 bytes - 4ce7ba58 - file date is 11/20/2010 14:24:36
D:\Homeworld2 - Kopie\Bin\Release\MSVCR70.dll, loaded at 0x7c000000 - 344064 bytes - 3c36e574 - file date is 8/14/2003 18:08:58




And the second one

- random crash while idling and waiting for productions/research to finish.

Spoiler:

Homeworld2.exe caused an Access Violation in module atioglxx.dll at 0023:69a3ee62.
Error occurred at 5/24/2011 19:26:46.
Homeworld2.exe, run by Christopher.
Microsoft Windows XP?.
8 processor(s), type 586.
2046 MBytes physical memory.
Read from location 00000000 caused an access violation.

MiniDump failed to save.

Registers:
EAX=00000000 CS=0023 EIP=69a3ee62 EFLGS=00010206
EBX=00000000 SS=002b ESP=0018ee00 EBP=0018ee08
ECX=00002000 DS=002b ESI=00000000 FS=0053
EDX=00000000 ES=002b EDI=00000000 GS=002b
Bytes at CS:EIP:
66 0f 6f 06 66 0f 6f 4e 10 66 0f 6f 56 20 66 0f

Call Stack:

Stack dump:
0018ee00: 00100000 00000000 0018ee38 69a3ef1b 00000000 00000000 00100000 00000001
0018ee20: 00000000 00000000 00000000 00000800 064fe404 00100000 00000800 696764e3
0018ee40: 00000000 00000000 00100000 00000200 064fe3c4 69678ed4 00000000 00000800
0018ee60: 00000000 00000800 00000200 00000200 064f6a50 00100000 0018ef0c 2031e108
0018ee80: 00000000 00000800 00000800 0000000d 00000000 69621813 00000000 00000000
0018eea0: 00000200 00000029 00000000 00000000 0000000b 00000000 ffffffff 00000000
0018eec0: 00000002 00000000 00000000 00008058 00000000 00000000 00000000 00000000
0018eee0: 00000029 00000000 00000000 064c29b0 00000000 064c29b0 00000000 00100000
0018ef00: 00000000 00000000 00000000 0000000b 691ca885 064f6a50 00000001 00000000
0018ef20: 00000000 00000000 00000000 0000000b 00000000 00000000 00000000 00000001
0018ef40: 0018efb8 05aec7b4 69a387d7 00008058 000084c0 69788df5 064f3b08 00000001
0018ef60: 00000000 00000000 05aeeda4 05aec388 05aec7b4 00000000 064f3b08 00000200
0018ef80: 00100000 00000001

Module list: names, addresses, sizes, time stamps and file times:
D:\Homeworld2 - Kopie\Bin\Release\Memory.dll, loaded at 0x00020000 - 33280 bytes - 3fe0ce01 - file date is 12/17/2003 13:43:30
D:\Homeworld2 - Kopie\Bin\Release\Debug.dll, loaded at 0x00030000 - 10752 bytes - 3fe0cdfd - file date is 12/17/2003 13:43:26
D:\Homeworld2 - Kopie\Bin\Release\Platform.dll, loaded at 0x00230000 - 98304 bytes - 3fe0ce5f - file date is 12/17/2003 13:45:04
D:\Homeworld2 - Kopie\Bin\Release\Localizer.dll, loaded at 0x00250000 - 94208 bytes - 3fe0ce59 - file date is 12/17/2003 13:44:58
D:\Homeworld2 - Kopie\Bin\Release\FileIO.dll, loaded at 0x00270000 - 155648 bytes - 3fe0ce52 - file date is 12/17/2003 13:44:50
D:\Homeworld2 - Kopie\Bin\Release\ZLib.dll, loaded at 0x002a0000 - 49152 bytes - 3fe0ce3b - file date is 12/17/2003 13:44:28
D:\Homeworld2 - Kopie\Bin\Release\lua.dll, loaded at 0x002b0000 - 73728 bytes - 3fe0ce66 - file date is 12/17/2003 13:45:12
D:\Homeworld2 - Kopie\Bin\Release\LuaConfig.dll, loaded at 0x002d0000 - 57344 bytes - 3fe0ce6b - file date is 12/17/2003 13:45:16
D:\Homeworld2 - Kopie\Bin\Release\DivxMediaLib.dll, loaded at 0x002e0000 - 86016 bytes - 3f3bc007 - file date is 8/14/2003 18:08:56
D:\Homeworld2 - Kopie\Bin\Release\FileParser.dll, loaded at 0x00300000 - 86016 bytes - 3f3bc005 - file date is 8/14/2003 18:08:56
D:\Homeworld2 - Kopie\Bin\Release\Util.dll, loaded at 0x00320000 - 36864 bytes - 3fe0ce7e - file date is 12/17/2003 13:45:34
D:\Homeworld2 - Kopie\Bin\Release\HW2Box.dll, loaded at 0x00330000 - 9728 bytes - 3fe0ce78 - file date is 12/17/2003 13:45:28
D:\Homeworld2 - Kopie\Bin\Release\Console.dll, loaded at 0x003c0000 - 5632 bytes - 3fe0cf2d - file date is 12/17/2003 13:48:30
D:\Homeworld2 - Kopie\Bin\Release\Homeworld2.exe, loaded at 0x00400000 - 3559424 bytes - 3fe0d29b - file date is 12/17/2003 14:39:04
D:\Homeworld2 - Kopie\Bin\Release\DivxDecoder.dll, loaded at 0x00790000 - 397312 bytes - 3f3bc002 - file date is 8/14/2003 18:08:56
D:\Homeworld2 - Kopie\Bin\Release\Objects.dll, loaded at 0x00a10000 - 1093632 bytes - 3fe0cfaa - file date is 12/17/2003 13:50:36
D:\Homeworld2 - Kopie\Bin\Release\GL.DLL, loaded at 0x02b50000 - 294912 bytes - 3fe0cfbd - file date is 12/17/2003 13:50:54
D:\Homeworld2 - Kopie\Bin\Release\seFDAudio.dll, loaded at 0x02f90000 - 40960 bytes - 3fe0cee8 - file date is 12/17/2003 13:47:20
C:\Windows\system32\atiadlxy.dll , loaded at 0x04710000 - 229376 bytes - 4b68ec69 - file date is 2/3/2010 05:24:28
D:\Homeworld2 - Kopie\Bin\Release\GSLobby.dll, loaded at 0x10000000 - 135168 bytes - 3fe0cf28 - file date is 12/17/2003 13:48:24
C:\Windows\system32\atioglxx.dll , loaded at 0x69030000 - 14147072 bytes - 4b68f509 - file date is 2/3/2010 06:01:18
C:\Windows\system32\avrt.dll , loaded at 0x6f3b0000 - 14336 bytes - 4a5bd998 - file date is 7/14/2009 03:15:00
C:\Windows\system32\opengl32.dll , loaded at 0x6fd10000 - 791552 bytes - 4a5bdadb - file date is 7/14/2009 03:16:14
C:\Windows\SysWOW64\POWRPROF.dll , loaded at 0x6feb0000 - 145408 bytes - 4a5bdb0c - file date is 7/14/2009 03:16:14
C:\Windows\system32\dsound.dll , loaded at 0x6fef0000 - 453632 bytes - 4a5bd9fd - file date is 7/14/2009 03:15:14
C:\Windows\system32\GLU32.dll , loaded at 0x70220000 - 130048 bytes - 4a5bd9df - file date is 7/14/2009 03:15:24
C:\Windows\SysWOW64\d3d11.dll , loaded at 0x70250000 - 522752 bytes - 4ce7b7b0 - file date is 11/20/2010 14:18:26
C:\Windows\SysWOW64\d3d10.dll , loaded at 0x702e0000 - 1030144 bytes - 4a5bd9a0 - file date is 7/14/2009 03:15:08
C:\Windows\SysWOW64\dxgi.dll , loaded at 0x703f0000 - 508416 bytes - 4ce7b819 - file date is 11/20/2010 14:18:38
C:\Windows\SysWOW64\d3d10_1core.dll, loaded at 0x704a0000 - 219136 bytes - 4ce7b7ac - file date is 11/20/2010 14:18:26
C:\Windows\SysWOW64\d3d10_1.dll , loaded at 0x704e0000 - 161792 bytes - 4a5bd9a1 - file date is 7/14/2009 03:15:08
C:\Windows\SysWOW64\dxdiagn.dll , loaded at 0x70ba0000 - 210432 bytes - 4ce7b818 - file date is 11/20/2010 14:18:38
C:\Windows\SysWOW64\d3d10core.dll , loaded at 0x70be0000 - 190464 bytes - 4a5bd9a3 - file date is 7/14/2009 03:15:08
C:\Windows\system32\atigktxx.dll , loaded at 0x70e80000 - 14848 bytes - 4b68ec54 - file date is 2/3/2010 05:24:04
C:\Windows\system32\wbem\fastprox.dll, loaded at 0x70ef0000 - 606208 bytes - 4ce7b809 - file date is 11/20/2010 14:19:04
C:\Windows\system32\wbemcomn.dll , loaded at 0x70f90000 - 363008 bytes - 4ce7ba25 - file date is 11/20/2010 14:21:36
C:\Windows\system32\NTDSAPI.dll , loaded at 0x71030000 - 90112 bytes - 4a5bdade - file date is 7/14/2009 03:16:12
C:\Windows\system32\DCIMAN32.dll , loaded at 0x71140000 - 10240 bytes - 4a5bd9b4 - file date is 7/14/2009 03:15:10
C:\Windows\system32\DDRAW.dll , loaded at 0x71150000 - 531968 bytes - 4a5bd9b8 - file date is 7/14/2009 03:15:12
C:\Windows\system32\winbrand.dll , loaded at 0x712d0000 - 12800 bytes - 4a5bdb39 - file date is 7/14/2009 03:16:20
C:\Windows\system32\wbem\wbemsvc.dll, loaded at 0x71360000 - 47616 bytes - 4a5bdb30 - file date is 7/14/2009 03:16:18
C:\Windows\system32\wbem\wbemprox.dll, loaded at 0x71370000 - 29184 bytes - 4a5bdb2f - file date is 7/14/2009 03:16:18
C:\Windows\system32\atiglpxx.dll , loaded at 0x71630000 - 12800 bytes - 4b68ec5c - file date is 2/3/2010 05:24:12
C:\Windows\system32\AUDIOSES.DLL , loaded at 0x716f0000 - 195584 bytes - 4ce7b725 - file date is 11/20/2010 14:18:06
C:\Windows\System32\MMDevApi.dll , loaded at 0x71730000 - 213504 bytes - 4ce7b892 - file date is 11/20/2010 14:19:40
C:\Windows\System32\PROPSYS.dll , loaded at 0x71920000 - 988160 bytes - 4ce7b983 - file date is 11/20/2010 14:20:58
C:\Windows\system32\dwmapi.dll , loaded at 0x72230000 - 67072 bytes - 4a5bda07 - file date is 7/14/2009 03:15:14
C:\Windows\system32\sfc_os.DLL , loaded at 0x72250000 - 40960 bytes - 4a5bdb02 - file date is 7/14/2009 03:16:16
C:\Windows\system32\sfc.dll , loaded at 0x72260000 - 2560 bytes - 4a5bdb01 - file date is 7/14/2009 03:10:24
C:\Windows\system32\MSACM32.dll , loaded at 0x72270000 - 72192 bytes - 4a5bda4e - file date is 7/14/2009 03:15:44
C:\Windows\system32\WINMM.dll , loaded at 0x72290000 - 194048 bytes - 4ce7ba42 - file date is 11/20/2010 14:21:38
C:\Windows\system32\UxTheme.dll , loaded at 0x722d0000 - 245760 bytes - 4a5bdb3c - file date is 7/14/2009 03:11:26
C:\Windows\AppPatch\AcGenral.DLL , loaded at 0x72350000 - 2175488 bytes - 4ce7b6ff - file date is 11/20/2010 14:18:02
C:\Windows\system32\samcli.dll , loaded at 0x72a10000 - 51200 bytes - 4ce7b9a0 - file date is 11/20/2010 14:21:06
C:\Windows\system32\MPR.dll , loaded at 0x72a20000 - 64000 bytes - 4a5bda36 - file date is 7/14/2009 03:15:42
C:\Windows\system32\apphelp.dll , loaded at 0x72a40000 - 295936 bytes - 4ce7b73e - file date is 11/20/2010 14:18:04
C:\Windows\system32\RpcRtRemote.dll, loaded at 0x72c70000 - 46080 bytes - 4ce7992f - file date is 11/20/2010 14:21:04
C:\Windows\system32\VERSION.dll , loaded at 0x73010000 - 21504 bytes - 4a5bdb2b - file date is 7/14/2009 03:16:18
C:\Windows\system32\rsaenh.dll , loaded at 0x73270000 - 242936 bytes - 4a5bdae0 - file date is 7/14/2009 03:17:56
C:\Windows\system32\CRYPTSP.dll , loaded at 0x732b0000 - 78848 bytes - 4a5bda3d - file date is 7/14/2009 03:15:08
C:\Windows\system32\USERENV.dll , loaded at 0x732d0000 - 81920 bytes - 4ce7ba28 - file date is 11/20/2010 14:21:34
C:\Windows\system32\profapi.dll , loaded at 0x73750000 - 31744 bytes - 4a5bbf41 - file date is 7/14/2009 03:16:14
C:\Windows\system32\WSOCK32.dll , loaded at 0x74e10000 - 15360 bytes - 4a5bdb63 - file date is 7/14/2009 03:16:22
C:\Windows\syswow64\CRYPTBASE.dll , loaded at 0x75030000 - 36864 bytes - 4a5bbf41 - file date is 7/14/2009 03:15:08
C:\Windows\syswow64\SspiCli.dll , loaded at 0x75040000 - 96768 bytes - 4ce7ba59 - file date is 11/20/2010 14:08:58
C:\Windows\syswow64\OLEAUT32.dll , loaded at 0x750a0000 - 571904 bytes - 4ce7b972 - file date is 11/20/2010 14:20:50
C:\Windows\syswow64\SHLWAPI.dll , loaded at 0x75130000 - 350208 bytes - 4ce7b9e2 - file date is 11/20/2010 14:21:20
C:\Windows\system32\IMM32.DLL , loaded at 0x75220000 - 119808 bytes - 4ce7ba53 - file date is 11/20/2010 14:08:52
C:\Windows\syswow64\USER32.dll , loaded at 0x75280000 - 833024 bytes - 4ce7ba59 - file date is 11/20/2010 14:08:58
C:\Windows\syswow64\msvcrt.dll , loaded at 0x75380000 - 690688 bytes - 4a5bda6f - file date is 7/14/2009 03:15:52
C:\Windows\syswow64\WS2_32.dll , loaded at 0x75430000 - 206848 bytes - 4ce7ba68 - file date is 11/20/2010 14:21:40
C:\Windows\syswow64\kernel32.dll , loaded at 0x75470000 - 837632 bytes - 4ce7baf9 - file date is 11/20/2010 14:08:58
C:\Windows\syswow64\MSASN1.dll , loaded at 0x755e0000 - 34304 bytes - 4ce7b8c9 - file date is 11/20/2010 14:19:46
C:\Windows\syswow64\ADVAPI32.dll , loaded at 0x755f0000 - 640512 bytes - 4ce7b706 - file date is 11/20/2010 14:18:04
C:\Windows\syswow64\ole32.dll , loaded at 0x75690000 - 1414144 bytes - 4ce7b96f - file date is 11/20/2010 14:20:50
C:\Windows\syswow64\WINTRUST.dll , loaded at 0x757f0000 - 172032 bytes - 4ce7ba52 - file date is 11/20/2010 14:21:38
C:\Windows\syswow64\DEVOBJ.dll , loaded at 0x75870000 - 64512 bytes - 4a5bd9c5 - file date is 7/14/2009 03:15:12
C:\Windows\syswow64\CRYPT32.dll , loaded at 0x75890000 - 1154048 bytes - 4ce7b841 - file date is 11/20/2010 14:18:26
C:\Windows\syswow64\PSAPI.DLL , loaded at 0x759b0000 - 6144 bytes - 4a5bdace - file date is 7/14/2009 03:16:14
C:\Windows\syswow64\iertutil.dll , loaded at 0x759c0000 - 2064384 bytes - 4ce7b84b - file date is 11/20/2010 14:19:20
C:\Windows\syswow64\LPK.dll , loaded at 0x75bc0000 - 25600 bytes - 4a5bdb3b - file date is 7/14/2009 03:11:24
C:\Windows\syswow64\WININET.dll , loaded at 0x75bd0000 - 981504 bytes - 4d746cd9 - file date is 3/7/2011 07:33:14
C:\Windows\syswow64\RPCRT4.dll , loaded at 0x75cd0000 - 663040 bytes - 4ce7ba59 - file date is 11/20/2010 14:08:58
C:\Windows\syswow64\IMAGEHLP.dll , loaded at 0x75dd0000 - 155136 bytes - 4ce7b83a - file date is 11/20/2010 14:19:22
C:\Windows\syswow64\USP10.dll , loaded at 0x75e00000 - 626176 bytes - 4ce7ba29 - file date is 11/20/2010 14:21:34
C:\Windows\syswow64\SETUPAPI.dll , loaded at 0x75ea0000 - 1667584 bytes - 4ce7b9d9 - file date is 11/20/2010 14:21:16
C:\Windows\SysWOW64\sechost.dll , loaded at 0x76040000 - 92160 bytes - 4a5bdb04 - file date is 7/14/2009 03:16:14
C:\Windows\syswow64\KERNELBASE.dll , loaded at 0x760e0000 - 269824 bytes - 4ce7bafa - file date is 11/20/2010 14:08:58
C:\Windows\syswow64\MSCTF.dll , loaded at 0x76130000 - 828928 bytes - 4a5bda69 - file date is 7/14/2009 03:15:44
C:\Windows\syswow64\urlmon.dll , loaded at 0x76200000 - 1230336 bytes - 4d746cc4 - file date is 3/7/2011 07:33:12
C:\Windows\syswow64\CFGMGR32.dll , loaded at 0x76340000 - 145920 bytes - 4ce7b787 - file date is 11/20/2010 14:18:14
C:\Windows\syswow64\GDI32.dll , loaded at 0x76370000 - 311296 bytes - 4ce7ba53 - file date is 11/20/2010 14:08:52
C:\Windows\syswow64\CLBCatQ.DLL , loaded at 0x76400000 - 522240 bytes - 4a5bd9b1 - file date is 7/14/2009 03:15:04
C:\Windows\syswow64\SHELL32.dll , loaded at 0x76490000 - 12872192 bytes - 4ce7b9de - file date is 11/20/2010 14:21:20
C:\Windows\syswow64\NSI.dll , loaded at 0x774b0000 - 8704 bytes - 4a5bdad9 - file date is 7/14/2009 03:16:12
C:\Windows\SysWOW64\ntdll.dll , loaded at 0x774e0000 - 1292096 bytes - 4ce7ba58 - file date is 11/20/2010 14:24:36
D:\Homeworld2 - Kopie\Bin\Release\MSVCR70.dll, loaded at 0x7c000000 - 344064 bytes - 3c36e574 - file date is 8/14/2003 18:08:58




The first line in those crash dumps are peculiar... atioglxx.dll? I`m guessing its referring to the openGL functionality of my catalyst drivers.

EDIT: a quick google search revealed that it might be related to Vsync, however, I had it disabled already. Here is a quick overview of my video settings as stated in my PLAYERCFG.lua

VideoOptions = {
textureQuality = 1,
minLOD = 0,
screenResolutionW = 1600,
screenResolutionH = 1200,
maxLOD = 5,
anisotropicFiltering = 1,
enableVsync = 0,
shadowResolution = 1,



EDIT2: My apologies, this is most likely not related to a specific issue with Complex Beta9. If anybody has some pointers how to fix this, please let me know.
ALC - Tue May 24, 2011 7:33 pm
Post subject:
Unh0ld84 wrote:
EDIT2: My apologies, this is most likely not related to a specific issue with Complex Beta9.
No worries. Your post reminded me to start a bug thread for 8.0.9 Smile

Welcome to the forum.
Hawawaa - Tue May 24, 2011 10:46 pm
Post subject:
Ignore this post you just put up the new .9 bug report... Razz
ALC - Tue May 24, 2011 11:46 pm
Post subject:
No worries.
I forgot to Sticky the 8.0.9 bug thread in time.
SpaceKookie - Wed May 25, 2011 9:25 am
Post subject:
maybe unsticky all the old bug threads? I mean...the team knos about those old ones anyway..and it's just cluttering up the forum. Just a thought

(Ignore this post, please ignore it) XD
ALC - Wed May 25, 2011 4:50 pm
Post subject:
Yes, I'd thought about unsticking them, but they are a resource for everybody.
[finger poised over the un-stick button]
Naah, we'll leave them a while longer Wink
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