mooxe
Rep: 221.7 votes: 25
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Posted: Sun Jul 04, 2010 2:59 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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schrecken wrote (View Post):
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hmm... Looks like plenty of people are winning maps without the attack being called off.
So, what could you be doing that is making this happen.
have you fixed your virtual store problem?
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UAC fixed the 1st problem.
Second problem of "attacking force was called off" after veery victory solved now to. Run COI as administrator. Something to do with file permissions. |
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mooxe
Rep: 221.7 votes: 25
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Posted: Mon Jul 05, 2010 2:53 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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MMCC3 crashes everytime I try to attack Pont Du Hoc. |
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Dundradal
Rep: 27.9 votes: 4
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Posted: Mon Jul 05, 2010 3:12 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Matrix thread on subject
They think it might be capitalization of letters in map names. |
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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vonB
Rep: 32.6 votes: 5
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Posted: Tue Jul 06, 2010 12:06 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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I believe so. I seem to recall being confronted by this issue when I developed my own MMCC3 Campaigns....
Unfortunately, this cannot be tweaked on the fly. If this is the case, then the maps.txt file would need revising and the Campaign restarting from scratch...
Though a thought has just come to me; the Server saves the Campaign when first launched in a file called 'SavedMap (where it allocates Maps to Sectors and some other info). Probably can edit that with a Hex Editor and change the File Names, in which case all that might need doing is stopping the Server, modifying the file, and then starting it again. Never tried it though... |
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mooxe
Rep: 221.7 votes: 25
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Posted: Sat Jul 10, 2010 2:02 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Cannot attack Grandcamp German supply depot, results in crash. |
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schrecken
Rep: 195 votes: 15
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Posted: Sat Jul 10, 2010 8:17 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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I'll check capitalization..... on holidays at the moment though... i can now snowboard .... wooohoooo! |
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schrecken
Rep: 195 votes: 15
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Posted: Sat Jul 10, 2010 8:44 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Mooxe
Running as Administrator fixed the virtual store problem in win 7 64bit..... is that correct? |
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Dundradal
Rep: 27.9 votes: 4
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Posted: Sat Jul 10, 2010 2:16 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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schrecken wrote (View Post):
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I'll check capitalization..... on holidays at the moment though... i can now snowboard .... wooohoooo!
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Snowboard? It's 93 F here and I'm in New England...where to quote my roommate..."It's New England. It's either hot as balls or cold as fuck."
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"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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mooxe
Rep: 221.7 votes: 25
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Posted: Sat Jul 10, 2010 4:18 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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schrecken wrote (View Post):
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Mooxe
Running as Administrator fixed the virtual store problem in win 7 64bit..... is that correct?
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Win7 32bit. Admin functions lets MMCC3 access files under the /Program Files/ folder. The second part of the solution is turning off User Account Control, which turns off the virtual store, and lets COI save games in the proper folder. |
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mooxe
Rep: 221.7 votes: 25
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Posted: Mon Jul 12, 2010 12:50 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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So far after every time I have recieved extra troops from high command, the next battle crashes. I do not have the extra troop points when I relaunch MMCC3. |
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schrecken
Rep: 195 votes: 15
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Posted: Mon Jul 12, 2010 1:23 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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hmmm.. i definitely have received extra troops and played on as the allies.... but something to look at. |
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Dundradal
Rep: 27.9 votes: 4
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Posted: Mon Jul 12, 2010 1:07 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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I've experienced the same problem Mooxe has. So far only once it hasn't crashed...and that's when I added the King Tiger to my BG. The rest of the times I believe it has crashed afterwards. |
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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mooxe
Rep: 221.7 votes: 25
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Posted: Thu Jul 15, 2010 2:39 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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All my games against German AI are too simple now. The German AI only brings thier commander to the battle. |
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schrecken
Rep: 195 votes: 15
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Posted: Thu Jul 15, 2010 3:11 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Yep, a few reports of this.
Haven't checked the updated files from Paladin but AI teams should be updated to never run out of troops.
Ai should get replenished when you move to the next season though... which i don't know how that is set up for BO |
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vonB
Rep: 32.6 votes: 5
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Posted: Thu Jul 15, 2010 9:07 am Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Check the setup.txt file... |
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Dundradal
Rep: 27.9 votes: 4
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Posted: Thu Jul 15, 2010 4:48 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Mooxe and I were talking last night and may have stumbled onto something to look at.
I'm pretty sure the Germans get 1 reinforcement without crashing. Every subsequent time they get more troops the game crashes with the resulting upgrades gone. |
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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Dundradal
Rep: 27.9 votes: 4
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Posted: Fri Jul 16, 2010 1:23 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Tested a bit last night. I got reinforcements without a crash...but couldn't tell what the reinforcements were. So I cannot confirm it functioned correctly. Is there a table of reinforcement troops?
And Pershings on D-Day?
Good thing I have that King Tiger |
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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Dundradal
Rep: 27.9 votes: 4
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Posted: Fri Jul 16, 2010 5:20 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Update...it crashed when I first tried to play a game today. |
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message, Marathon Infinity |
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schrecken
Rep: 195 votes: 15
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Posted: Fri Jul 16, 2010 8:46 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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Reinforcements mean you get more points - nothing more. |
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schrecken
Rep: 195 votes: 15
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Posted: Fri Jul 16, 2010 8:48 pm Post subject: Re: Bloody Omaha MMCC3 mod BETA by Paladin - ready to test |
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I have a new set of files to upload - but still no access to the servers to switch them off and run the update.
This will also mean a client update - just need to work out the best way to do that.
And find some time.... |
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