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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Mon 24 Aug, 2015 3:19 am 
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Shortbus

Joined: Mon 24 Aug, 2015 3:15 am
Posts: 3
Thks so much for your work
you make the game much much better
although 93.2 i will crash
But people like you make the player gain so much
thks your work really
player always remebers you


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Tue 25 Aug, 2015 5:12 pm 
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Shortbus

Joined: Tue 25 Aug, 2015 5:07 pm
Posts: 1
I love this mod, a small note about playing the game so far on Insane, the best strategy so far involves using the crazy number of goons per level up to bribe your way into high level systems then mining your way and buying data with goons. It would be nice to have a bigger focus on combat than exploiting the goons per level for data and gate progression. It might be good to reduce the % of goons gained from max goon count to a more reasonable level to make picking up that bastards a bigger part of the game. Good luck on the de-compiler and thanks for all the hours of fun you have created with this mod.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Mon 26 Oct, 2015 12:27 am 
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Shortbus

Joined: Wed 17 Aug, 2011 9:29 pm
Posts: 5
I like this mod idea, keeps it fresh, with some new tweaks, i must say, the Dev should continue (and finish) this mod right the way through, its diffidently one of my favorites

I have encountered a few crashes, mostly due to the mother ship being attacked either by UTA/CIV assaults, buts that's just it, and usually i get back into the fight quite fast

the one thing that DOES bother me, are the Music and Sound effects from "Command and conquer: Tiberium Sun/Firestorm", its something that kinda lets me down, some original or unique sounds/music would be nice though

for this though i rate this mod 4.5/5 for being so awesome (And easy to tweak too) keep up the good work.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Mon 14 Dec, 2015 9:03 pm 
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Shortbus

Joined: Mon 14 Dec, 2015 8:46 pm
Posts: 1
I'm pretty late to pick up SPAZ, but I gotta say this is for the most part an awesome mod with a lot of work in it.

Only for the most part because of four things that really bug me.
1. Stations are riddiculously overpowered and don't seem to bother with the tech level of their system at all.
I'm pretty sure the outpost that annihilated my whole level 30 fleet was armed with some experimental shield and antimatter beams...
2. Randomly enemies appear that have totally out of whack tech in their ships. Basically the same as the stations, but a lot less annoying coz random.
3. Mass bombs. They have too much health to be shot down, are fast enough to catch up with my fastest scout, they hold my cruiser (HOLD not SLOW) for long enough to get hit another two times and deal insane damage (Shields 6, Armor 6, Hull 6 and my destroyers barely survive one hit!) and basically everytime i see one theres a 50% chance that I lose ships - which takes me 6 missions to get the rez back or to go mining. I hear people play this on insane.
I have troubles with those damned things on NORMAL.
4. Getting swarmed leads to fusion core chain reactions that cost me ships without any way to prevent it.

Don't get me wrong, I think this mod is awesome, and I can deal with points 1,2 and mostly with 4.
But having awesome possibilities to customize my fleet with great love for detail and planning makes it even more infuriating if im forced to grind both my teeth and rez because some random enemy goes "Awesome ship! I haz mass bombz".

EDIT: Just to clarify - I'm playing the standard game with the mod


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Sun 20 Dec, 2015 1:27 am 
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Shortbus

Joined: Thu 17 Oct, 2013 7:28 pm
Posts: 3
I was just casually playing and the TorqueGameBuilder just always chrashes on me...I have tried lowering quality and downloading DX9 and a new Canvas but it always ends up in crashing!
Just see if there is anything you can do?!

Coudn't get last save to the forum becouse of dso-file and/or CS-file


Attachments:
File comment: The Console Log
console.log [7.36 KiB]
Downloaded 97 times
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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Sun 20 Dec, 2015 10:05 am 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
Unfortunately, that can't be fixed yet.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Wed 23 Dec, 2015 9:37 pm 
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Hound
User avatar

Joined: Thu 15 Sep, 2011 3:54 am
Posts: 1400
I have to say the mod is fairly high quality... when it works. I've had about 50 Torque-Gamebuilder Crashes since trying out the mod. I hope the developer Warstalker will fix it. I've encountered it in these situations:

A) When a ship spawns and is about to fire -> Crashes.
B) When a ship blows up and is about to release explosive wave -> Crashes.

Those are the two most common situations for me when it crashes.

I'd say check through your code, and see if the code isn't accidently producing dangling pointers. If the engine tries to do something with a dangling pointer, it will cause a runtime error and crash the game. I'd suggest looking through your code and trying to find edge cases with the ship spawning or ship destruction mechanics and see if an edge case causes a crash.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Mon 28 Dec, 2015 11:43 pm 
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Dart

Joined: Sun 01 Mar, 2015 9:38 am
Posts: 22
Hands back on spaz to help waiting the second in development, the mod seems great but it lacks VERY MUCH balancing...
A scout being killed near a ship means you'll lose it. A mass bomb? You're dead.
Takes ages to farm rez back, and seconds to lose ships again.

Imo the explosion damage type is overpowered, and needs some tweak because it lets the game barlely playable, and abolutely frustrating.
Couldnt even do the escort mission in first zone, it kept getting his own bomb on his face and killed himself...

Losing the entire 6 ships with one bomb was fun only once.

Maybe i'll have a look tomorrow in normal, because insane seems ... insane.
By the way, has the crash after 1h of playing, im not sure i'll eat a second crash with a smile the next time :D


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Fri 29 Jan, 2016 5:39 pm 
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Ranger
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Joined: Fri 22 Jul, 2011 7:30 pm
Posts: 333
I really want to fix it. But I can't. Not unless I will have access to all other .cs files, to pack them with debug loggers to pinpoint what exactly causes errors.

_________________
"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Mon 08 Feb, 2016 7:55 pm 
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Shortbus

Joined: Mon 30 Jan, 2012 9:57 am
Posts: 8
This is a partial X-post from "BigFightforBeef (multimod)" thread as I'd noticed after posting their, that this thread is much more active and I'd have a better chance at a response.

I just tried reinstalling this mod again after having issues where booster modules did nothing last time I was playing around with BFFB around 6 months to a year ago but it seems I still have this issue I remember playing around with some of the config settings back then trying to locate the issue with no luck. I was wondering if anyone else has these same issues still with the mod besides me. I have no other mods installed and a fresh reinstall of game and re-download and reinstall of the mod (in case it may have been updated since last time I tried). I still really want to do a play-through with this mod if I can even get it working properly. There still is no other game quite like SPAZ in my mind. Nothing matches the feel. Closest is maybe Reassembly.

Also, I had those same issues with BFFB and Fight for universe.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Tue 09 Feb, 2016 10:13 am 
Offline
Dart

Joined: Sun 01 Mar, 2015 9:38 am
Posts: 22
I think you will have to stick with reassembly while waiting for spaz2 ... the modding community for spaz is asleep since a long time now.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Thu 25 Feb, 2016 11:44 am 
Offline
Dart

Joined: Mon 08 Apr, 2013 10:58 am
Posts: 18
Can't believe I've been holding this off for.. what... two and a half years now? I tried it once, saw how freaking amazing the mod was, decided to wait until it was finished.
I think I underestimated quite how long it would take to complete this mod ;)

But it's going to be worth the wait. The story line alone will be epic, never mind the amazing gameplay changes and additions.
Here's to the next two and a half years :D


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Sun 06 Mar, 2016 1:38 am 
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Shortbus

Joined: Sun 06 Mar, 2016 1:27 am
Posts: 1
version 93 works fine for me i had a lot of crashes with 93.2. one major issue well more game breaking is stations are way way way to hard the mission batteries not included which is a main mission made me give up on this mod a station that can wipe my best ship in a few seconds that has 40k shields just cant be beaten


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Sat 19 Mar, 2016 2:36 pm 
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Shortbus

Joined: Sat 19 Mar, 2016 2:03 pm
Posts: 1
Hello

This is an amazing mod that made me play the game again. I can only show appreciation.

However, although I love the soundtrack, some of the music belongs to a game I used to play years and years ago. Could someone else confirm this as well? It is called Outlive from the Brazilian company Continuum Entertainment.

Although the company is not active anymore, it still has the rights of it, doesn't it? I'm afraid that this has a small but potential risk to the Mod and to the Game itself.

Let me know you thoughts.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Tue 22 Mar, 2016 6:59 pm 
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Shortbus

Joined: Tue 22 Mar, 2016 6:53 pm
Posts: 1
this is very god mod


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Fri 08 Apr, 2016 3:32 am 
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Shortbus

Joined: Fri 08 Apr, 2016 2:48 am
Posts: 1
So I'm having a crash to desktop issue. The only trigger seems to be that combat is taking place within the sector for more than a few minutes. I am able to sit my fleet in a mining sector for hours and have it collect Rez without issue. When it does crash what happens is the game freezes and a Windows prompt saying TorqueGameBuilder has stopped. I am attaching my log file.


Attachments:
console.log [12.69 KiB]
Downloaded 52 times
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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Wed 13 Apr, 2016 9:54 pm 
Offline
Shortbus

Joined: Mon 30 Mar, 2015 9:35 pm
Posts: 3
Hey guys, I've had this problem for a few months now and never bothered to try to do anything. Here is the message that I get:


Fatal-ISV: (..\..\source\T2D\EffectTools.cpp @ 147)

CreateEffectAtPosition has been given an invalid Datablock! - THIS WILL MAKE STUFF SPLODE!!


Is there any fix for this?
Right now I am on Chapter 4 of Insane Fight For Universe inside the biggest ship with 1 ship fleet. The first mission in CH4 you need to take out zombie infection in a sector to travel to new sectors, but the fighting is so intense with all the high end ships and particles that I still crash within a minute even with the absolute minimum settings. Is there anything I can do? Looks like my lvl 136 CH 4 game looks ffed :/ Super sad.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.2)
PostPosted: Thu 21 Apr, 2016 7:42 am 
Offline
Shortbus

Joined: Tue 27 Aug, 2013 12:07 pm
Posts: 5
Here is the same Problem...


Torque Game Builder has stopped working after few minutes of battle...


if i need ~ 5 minutes for a mission i can tell you, i wont win this mission cause of these crashes.


Seems more often to happen when Bounty Hunters are infight or "Huge" Ships.
Everytime if my mothersip got attacked, i have not been able to play these fights ... pure fun paying all the time, without any other choice.



Oh and it is ONLY happening while playing your mod !!!


Also seems to happen with all V. ... 93.2 as well as 93. and 92.

Fighting bigger objects like star bases / huge ships results in crash


(but its obviously the best / most fun mod here :) )


Attachments:
File comment: After/Meanwhile crash
DxDiag2.txt [71.95 KiB]
Downloaded 48 times
File comment: before the crash
DxDiag.txt [71.95 KiB]
Downloaded 42 times
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 Post subject: Re: Fight For Universe: True Origin (v0.93.3)
PostPosted: Fri 06 May, 2016 6:01 pm 
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Ranger
User avatar

Joined: Fri 22 Jul, 2011 7:30 pm
Posts: 333
I've released a version 0.93.3 with some minor fixes. Everybody who had crashes to desktop in 0.93.2 earlier, please test it and update me. Don't forget to share save (and log) with me in case of CTD, and please tell me what were you doing before the crash.

_________________
"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers


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 Post subject: Re: Fight For Universe: True Origin (v0.93.3)
PostPosted: Mon 16 May, 2016 1:53 am 
Offline
Dart
User avatar

Joined: Tue 25 Jun, 2013 4:37 am
Posts: 22
Alright, after a long time, I got back into SPAZ. (btw, sorry for being so annoying 2 years ago about that bug) Naturally, I wanted to play around with this mod. So a few hours in, I just unlocked the pounder. (I was pretty excited since mass bombs are so op in this mod). I got it from fighting near the mothership from a heavy attack.The second it builds, I crash. No big deal, so I started it back up. And holy crap this happened:Image
Even in game, there where white boxes everywhere, like textures were deleted or something.
I uploaded the log file if you wanted it. (btw I was playing in casual just to mess around for a bit, even though its meant to be played in insane.)
Also, validating steam files doesn't work, so it seems I have to uninstall.


Attachments:
console.log [640.01 KiB]
Downloaded 47 times

_________________
I have problems, lots of them.
Be ready for a whole overload of questions, problems, and crashes.
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 Post subject: Re: Fight For Universe: True Origin (v0.93.3)
PostPosted: Mon 16 May, 2016 2:12 am 
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Shortbus
User avatar

Joined: Sun 08 May, 2016 3:38 am
Posts: 4
generic bug, happens to unmodded game too - just restart ;-)
as far as i can tell it seems to be a ram issue, whenever i change its content this happens again at the first start of the game (like when you play something else between 2 starts of spaz)

_________________
Quote:
"globalTuning.cs is a file that we will be adding to over time, but for now it allows you to define the hangar unlocking as the game progresses. We know that none of you wanted this functionality, (...)"

first mod - more hangars! xD


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 Post subject: Re: Fight For Universe: True Origin (v0.93.3)
PostPosted: Wed 18 May, 2016 7:39 pm 
Offline
Shortbus

Joined: Wed 18 May, 2016 7:21 pm
Posts: 1
Tested v0.93.3, got to chapter 3 without chashes, so I guess they are fixed now.
But for some reason, when I started a new game I had max amount of rez, goons and lvl 221.
Also, I had a strange version of 'grayed out' bug: my single missile rack was grayed out, even though I had everything needed for it, the usual fix didn't help, but respecing hull in tech tree fixed the bug for some reason


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 Post subject: Re: Fight For Universe: True Origin (v0.93.3)
PostPosted: Mon 23 May, 2016 3:34 am 
Offline
Shortbus

Joined: Mon 23 May, 2016 3:32 am
Posts: 1
Quote:
But for some reason, when I started a new game I had max amount of rez, goons and lvl 221.

Yep, I've got the same problem.
It can be fixed in the file galaxyGenGui.cs, in function SEC1_TutorialSkip_SetupFlow() (this bug appears only if you skip tutorial). Here is file:
Attachment:
galaxyGenGui.zip [12.5 KiB]
Downloaded 82 times

Replace native with this, resources, data and goons were set to zero, also 3 built boomerangs removed.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.3)
PostPosted: Wed 25 May, 2016 11:18 am 
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Shortbus

Joined: Wed 25 May, 2016 11:14 am
Posts: 1
After having tried this mod out for several hours I'm pretty done with it.

While I like all the new weaponry and equipment you've added to the game with this mod I've got too many grievances with it.

Explosions are insanely overpowered and I honestly can't believe you've kept them this way.

Stations are impossible to destroy since their tech is apparently end-game, making it impossible to progress.


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 Post subject: Re: Fight For Universe: True Origin (v0.93.3)
PostPosted: Sun 05 Jun, 2016 8:50 am 
Offline
Shortbus

Joined: Sun 05 Jun, 2016 7:56 am
Posts: 1
First things first: I thank you for that detailed mod. I simply love it :)

Unfortunatly, I stumbled upon a bug, I neither can't circumvent nor solve.
Jumping from the mothership to the zombie nest and starting havoc leads to a crash to the desktop after approximately five seconds. This is on both, Linux and Windows.

The needed files can be found below. Simple links can't be posted by me (yet). Just remove the spaces.

h t t p : / / hardlin.de/games/console.log
h t t p : / / hardlin.de/games/sg_AutoSave_3.cs.dso
h t t p : / / hardlin.de/games/si_AutoSave_3.cs


Attachments:
console.log [641.05 KiB]
Downloaded 49 times
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