Page 2 of 25 FirstFirst 123412 ... LastLast
Results 11 to 20 of 250
  1. #11
    Member Level 6
    Join Date
    Jun 2011
    Posts
    265
    Rep Points
    38
    Rep Power
    2
    this is copied from the log file

    Starting "single/never/never4:0"
    [00:01:29] Texmod: invalid "2" for texture "/texture/common/animation/track_pz4g" su76[9] (eskeletontexmod.cpp, 210)
    [00:01:29] Texmod: invalid "2" for texture "/texture/common/animation/track_pz4g" stug3g[104] (eskeletontexmod.cpp, 210)
    [00:01:29] Texmod: invalid "2" for texture "/texture/common/animation/track_pz4g" pz4h[105] (eskeletontexmod.cpp, 210)
    [00:01:29] Texmod: invalid "2" for texture "/texture/common/animation/track_pz5" pz5g[120] (eskeletontexmod.cpp, 210)
    [00:01:29] Texmod: invalid "2" for texture "/texture/common/animation/track_pz5" jagdpanther[121] (eskeletontexmod.cpp, 210)
    [00:01:30] Texmod: invalid "3" for texture "/texture/common/model/all_wheels01" m3_usa[417] (eskeletontexmod.cpp, 210)
    [00:01:30] Texmod: invalid "2" for texture "/texture/common/animation/track_pz4g" stuh42[570] (eskeletontexmod.cpp, 210)
    [00:01:30] Texmod: invalid "2" for texture "/texture/common/animation/track_pz4g" pz4h[572] (eskeletontexmod.cpp, 210)
    [00:01:30] Texmod: invalid "2" for texture "/texture/common/animation/track_pz4g" stug3g[571] (eskeletontexmod.cpp, 210)
    [00:01:30] Texmod: invalid "2" for texture "/texture/common/animation/track_pz5" jagdpanther[573] (eskeletontexmod.cpp, 210)
    [00:01:30] Texmod: invalid "2" for texture "/texture/common/animation/track_pz6o" pz2l[575] (eskeletontexmod.cpp, 210)
    [00:01:30] Texmod: invalid "2" for texture "/texture/common/animation/track_pz5" pz5g[577] (eskeletontexmod.cpp, 210)
    [00:01:30] Texmod: invalid "2" for texture "/texture/common/animation/track_pz4g" pz4g[578] (eskeletontexmod.cpp, 210)
    [00:01:31] Texmod: invalid "2" for texture "/texture/common/animation/track_pz4g" su76[837] (eskeletontexmod.cpp, 210)


    I dont have any of those tanks set to 2 for texmod.

  2. #12
    Member Level 1
    Join Date
    Apr 2009
    Posts
    24
    Rep Points
    0
    Rep Power
    5
    I don't know, almost all maps and mods (more or less) are working ok for me
    There could be some "blue" sprites, but then I know my patch or resources are not compatible with that mod - if it's not a game breaker, it could be played, if not, I simply skip it. Only real "problem" are those soldiers that are disappearing after reload. Only way to save them is to board them into some vehicle or gun before save. I also noticed that AI doesn't recognize those units in fights (as they are invisible) most of the time, so it's one kind of cheat (well, enemy soldiers are becoming invisible after reload if they are on the map, so it's some kind of equalization)

    On another note, I played couple of this type of "infinite battles" mods and I must say they are great. This gives a new level of strategic value to the game and the whole experience. Gongrats for that! You're becoming really good at this

    Things that I would like to see, if there is a way, are some addition to this experience: at this point we are given some time to prepare for an attack. After that, there is only defense (that part is good), but it would be great if we would be able to do some offensive actions on the same map (if there is some enemy fortifications that give us some special units etc.).

    And I really hate artillery - it's the main reason why I reload the game (AI is second). It should be some smoke or something, and not that often - it's too devastating especially as enemy is endless.

    Ok, that's my 2c and once again, respect for the great work man - this is the only game I play when I have time and that's only because of these great mods.

  3. #13
    Member Level 1
    Join Date
    Dec 2009
    Posts
    19
    Rep Points
    0
    Rep Power
    4
    Excellent work fellas, these are interesting and challenging maps.

    I found a bug, but it's minor. I was playing the Germany Beta Neverending (neverbattle4GER), and got a crash when I tried to move the 88 on the flatbed traincar. I know, I shouldn't have tried...

    In the neverending3GER (I have not played the others yet) we have a lot of issues with troops and vehicles piling up near the spawn point. What is the best way to avoid this when setting the rally when ordering troops?

    I was also wondering if there was a way to force the game to give ordered units to the person that ordered them, rather than the obnoxious splitting the game does. That would be SO amazing.

    Thanks for all your hard work, spectacular job!

  4. #14
    Member Level 8 OVO's Avatar
    Join Date
    Jun 2008
    Posts
    423
    Rep Points
    10
    Rep Power
    5
    Excellent defence mission !
    Been playing it since first released.
    The latest version I have been playing on MoWAS - patch 2.00.11 is Neverendingrevisited.

    What computer specs, mainly what CPU processor, do you have,
    to get perfect gameplay frame rates when there are many enemy on this map?


    What computer specs does ozka420 and fastlegs have, seeing they make these mods ?



    My Pentium 4, 3.00GHz with Hyperthreading, works very good overall with Assault Squad

    but with this mod if you setup your defences to trap the advancing Russians
    then the game starts to slow down because they are ALL wanting my CPU's attention
    to find a way out.

    The mini-map screenshot (from the 1st version of Korsun Pocket) is extreme example,
    but also only half amount of red dots still can give jerky frame rate when they are trapped.

    I think it is known on these forums that MoWAS runs only on one core.
    It needs to be very fast CPU processor if these traffic jam situations happen.
    Are processors capable of handling such jams like this ?

    My other desktop computer specs - 2g RAM,
    Graphics card - Nividia GeForce 9500 GT,
    22 inch 1680x1050 resolution monitor
    Asus Xonar Essence STX sound card.

    I tried also using Game Booster 3 free software but it did not solve to make the game play smooth.

    I was thinking maybe new computer - Intel Core i5-2500K overclocked to 4.5Ghz ?

    Also about the mission, when you last until end of the clock, do the enemy keep coming ?
    It would be good if they stopped and then you could go around and clean up the map of tanks etc.
    Last edited by OVO; 23-02-2012 at 04:43.

  5. #15
    Member Level 6
    Join Date
    Jun 2011
    Posts
    265
    Rep Points
    38
    Rep Power
    2
    Hi, yes the mission is resource heavy for obvious reasons (damn russians everywhere!) :P

    I have i5 2500k @ 3,3ghz and 8gb DDR3 RAM, and GeForce 560 Ti OC , although I wish it could ran faster it is defintely playable for me. FPS around 15-20.
    I dont want too tell you to buy a new PC just to be able to play my mission cause that sucks, but for the moment the mission is resource heavy. The 1.1 version I'm working on will have the same amount of troops and so on cause I'm not doing too many gameplay changes between 1.0 and 1.1. (1.1 is mostly to introduce the nation select script)

    But a LITE version maybe would come in handy later on?
    If people would find it interessting, to either make mini maps for this gamemode (very mini in scale, think tiny missions with neverending battles), or just scale down the amount of units on the regular maps and release it as a LITE ver.

  6. #16
    Member Level 2
    Join Date
    Jun 2011
    Posts
    30
    Rep Points
    1
    Rep Power
    3
    Hi Ozka, I would love to have smaller LITE versions of your excellent battles. I play alone so the bigger maps sometimes require more management than I can handle once things get hot.

  7. #17
    Member Level 6
    Join Date
    Jun 2011
    Posts
    265
    Rep Points
    38
    Rep Power
    2
    Suprise!!
    If someone still on the forums plays this, you will like this
    First post updated!

    http://www.moddb.com/mods/neverending-battles

  8. #18
    Member Level 15 djsatane's Avatar
    Join Date
    Apr 2009
    Posts
    1,285
    Rep Points
    71
    Rep Power
    6
    Quite awesome I have to say, impressive can't wait to play this with friends today.

  9. #19
    Member Level 15 djsatane's Avatar
    Join Date
    Apr 2009
    Posts
    1,285
    Rep Points
    71
    Rep Power
    6
    Few of my friends said they had crashes twice on map 1 now playing usa vs usa, I will try to collect error details. Btw, I see you guys used the mortar mod with more round types, is that mod fully compatible in multiplayer?

    Here is error they had, 2 games crashed both times.



    http://cuih.dyndns.org/mowas/error.png

    Proper procedure is to have only map u gonna play mod loaded + needed files right?
    Last edited by djsatane; 23-02-2012 at 09:07.

  10. #20
    Member Level 6
    Join Date
    Jun 2011
    Posts
    265
    Rep Points
    38
    Rep Power
    2
    The crashes are usually related to the game engine not being able to handle all the entities in the game (the nation select script requires all units present for all nations so there is alot of units in the editor you cant see at start). If it crashes, first thing to make sure of. Set your texture settings to medium! It is guaranteed to crash otherwise, it is sad I know but the game engine simply cant handel all the textures being loaded into the memory.

    If texture settings is set to medium, and it still crashes. Let me know which map cause then it could be related to the map instead. Also, if you are playing online just make sure you load the same mods (you can load several of the missions, or everyone at same the time too) as your friend. And when playing singleplayer its easiest to just load the one you want to play cause if you load several only one will show in the Skirmish list in Singleplayer so that's what you only load one.

    However for online, you can simply activate all. Makes hosting easier.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •