Forged Alliance Forever Forged Alliance Forever Forums 2017-01-26T02:31:25+02:00 /feed.php?f=42&t=11868 2017-01-26T02:31:25+02:00 2017-01-26T02:31:25+02:00 /viewtopic.php?t=11868&p=142575#p142575 <![CDATA[Re: Coop mod/missions suggestions/testing]]>
Not really much difficulty with so many players i guess.
So went smooth, mostly struggled with unitcap.

Ending is pretty anti-climactic. Basicly waiting game after grabbing the nodes.

Oh and i had to give photonic a copy of the movies to avoid a desync. Thought that only sound was the issue...

Statistics: Posted by KeyBlue — 26 Jan 2017, 02:31


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2017-01-23T15:11:34+02:00 2017-01-23T15:11:34+02:00 /viewtopic.php?t=11868&p=142468#p142468 <![CDATA[Re: Coop mod/missions suggestions/testing]]>
Spoiler: show
plz add monkey :twisted:

Statistics: Posted by Blast_Chilled — 23 Jan 2017, 15:11


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2017-01-23T03:13:21+02:00 2017-01-23T03:13:21+02:00 /viewtopic.php?t=11868&p=142453#p142453 <![CDATA[Re: Coop mod/missions suggestions/testing]]> Statistics: Posted by speed2 — 23 Jan 2017, 03:13


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2017-01-20T13:25:27+02:00 2017-01-20T13:25:27+02:00 /viewtopic.php?t=11868&p=142339#p142339 <![CDATA[Re: Coop mod/missions suggestions/testing]]>
https://mega.nz/#!8poXyTwA!St6q94tUVoXP ... eVJEOPPIQg (Updated 23.1.2017)

unpack it into your maps folder, host any mission and in the lobby select "Aeon Mission 4 - Entity, speed2 Test"

Leave some replays for me to watch so I can improve it further.

Statistics: Posted by speed2 — 20 Jan 2017, 13:25


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2017-01-08T01:50:08+02:00 2017-01-08T01:50:08+02:00 /viewtopic.php?t=11868&p=141736#p141736 <![CDATA[Re: Coop mod/missions suggestions/testing]]> Statistics: Posted by SGz_Eliminated — 08 Jan 2017, 01:50


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2016-12-23T20:33:59+02:00 2016-12-23T20:33:59+02:00 /viewtopic.php?t=11868&p=141151#p141151 <![CDATA[Re: Coop mod/missions suggestions/testing]]>
for the rest I need logs, how to enable them: /viewtopic. ... 26#p140631

Statistics: Posted by speed2 — 23 Dec 2016, 20:33


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2016-12-23T20:05:15+02:00 2016-12-23T20:05:15+02:00 /viewtopic.php?t=11868&p=141149#p141149 <![CDATA[Re: Coop mod/missions suggestions/testing]]> 2 players, no mods

Unfortunately there was no game.log in programdata/faforever

1. mission
Cybran Commander did not die at 0 hp
5567396-Burnstreet.fafreplay

2. mission
worked

3rd mission
the aeon assault did not end although there were no enemy units left
5567757-Burnstreet.fafreplay

4th mission
t3 build tech did not become available when the goal was to build 3 t3 radars - unwinnalble
5567845-Burnstreet.fafreplay

Statistics: Posted by burnstreet — 23 Dec 2016, 20:05


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2016-11-09T15:51:44+02:00 2016-11-09T15:51:44+02:00 /viewtopic.php?t=11868&p=138674#p138674 <![CDATA[Re: Coop mod/missions suggestions/testing]]>
Mwthorn wrote:
I gotta say, I really enjoyed playing through Speed2's Novax Station Assault mission. I love the ally AI and how they expand to build along with you as if you were playing with 3 friends. Amazing! Too bad the mission is not finished yet, but then perhaps I suggest this:
Will it be possible to make the ally expand to further bases if the mission goes that far? (maybe after the player have completed some objectives during the mission)

Thats planned, qfter the cybrab base is killed it will expand there.
Locutus wrote:
The Prothyon 16 mission is really cool, thanks for all your work!:)
Sadly, the mission failed to update after we took the first base across the sea.
Code:
warning: Error running lua script: ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1204): attempt to call method `SetCanBeKilled' (a nil value)
         stack traceback:
            ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1204): in function `IntroMission5'
            ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1185): in function <...alliance\maps\prothyon16.v0008\prothyon16_script.lua:1151>
warning: Error running lua script: ...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua(808): Game object has been destroyed
         stack traceback:
            [C]: in function `SetBusy'
            ...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua(808): in function <...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua:807>

We will try out other missions soon, really looking forward to it.

Thanks for the report, I know where I failed.

Statistics: Posted by speed2 — 09 Nov 2016, 15:51


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2016-11-09T13:44:42+02:00 2016-11-09T13:44:42+02:00 /viewtopic.php?t=11868&p=138665#p138665 <![CDATA[Re: Coop mod/missions suggestions/testing]]> Will it be possible to make the ally expand to further bases if the mission goes that far? (maybe after the player have completed some objectives during the mission)

Statistics: Posted by Mwthorn — 09 Nov 2016, 13:44


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2016-11-07T18:02:44+02:00 2016-11-07T18:02:44+02:00 /viewtopic.php?t=11868&p=138522#p138522 <![CDATA[Re: Coop mod/missions suggestions/testing]]> Sadly, the mission failed to update after we took the first base across the sea.
Code:
warning: Error running lua script: ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1204): attempt to call method `SetCanBeKilled' (a nil value)
         stack traceback:
            ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1204): in function `IntroMission5'
            ...alliance\maps\prothyon16.v0008\prothyon16_script.lua(1185): in function <...alliance\maps\prothyon16.v0008\prothyon16_script.lua:1151>
warning: Error running lua script: ...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua(808): Game object has been destroyed
         stack traceback:
            [C]: in function `SetBusy'
            ...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua(808): in function <...aforever\gamedata\lua.nx2\lua\sim\defaultweapons.lua:807>

We will try out other missions soon, really looking forward to it.

Statistics: Posted by Locutus — 07 Nov 2016, 18:02


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2016-09-11T15:40:45+02:00 2016-09-11T15:40:45+02:00 /viewtopic.php?t=11868&p=135046#p135046 <![CDATA[Re: Coop mod/missions suggestions/testing]]> All went well until we had to transport the trucks and morax had to gate out.

Someone transferred the trucks to me so i could transport them to the quantum gateway.
There i gave them back, but the mission didn't want to trigger, not even after ctrl-k of trucks. (donated units are different units?)

Morax needs to leave the scene, but he happily stayed in his base.

Statistics: Posted by KeyBlue — 11 Sep 2016, 15:40


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2016-09-11T09:46:43+02:00 2016-09-11T09:46:43+02:00 /viewtopic.php?t=11868&p=135023#p135023 <![CDATA[Re: Coop mod/missions suggestions/testing]]>
Tavar wrote:
Just tried to do the First Forged Alliance coop mission, and there was a desync after you save the civilian town. My map didn't update after the objective was completed and no cutscene played. The other player completed the next objective, but it did not cause my game to update.

Additionally, I made two attempts to play the forth cybran mission (Mainframe Tango), one solo one with another player. Both attempts resulted in the map loading, but neither ACU spawning, no 'cutscene', or anything. Just a map with no ability to do much of anything.

I have uploaded both logs below.

Both are forever.log, those are for problems with client, for game I need game.log

Statistics: Posted by speed2 — 11 Sep 2016, 09:46


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2016-09-11T05:27:53+02:00 2016-09-11T05:27:53+02:00 /viewtopic.php?t=11868&p=135007#p135007 <![CDATA[Re: Coop mod/missions suggestions/testing]]>
Additionally, I made two attempts to play the forth cybran mission (Mainframe Tango), one solo one with another player. Both attempts resulted in the map loading, but neither ACU spawning, no 'cutscene', or anything. Just a map with no ability to do much of anything.

I have uploaded both logs below.

Statistics: Posted by Tavar — 11 Sep 2016, 05:27


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2016-09-01T18:25:45+02:00 2016-09-01T18:25:45+02:00 /viewtopic.php?t=11868&p=134254#p134254 <![CDATA[Re: Coop mod/missions suggestions/testing]]>
When the game ends the camera should rotate around the player ACU. But this didn't happen.
Instead i got this error:
Code:
WARNING: Error running lua script: Army < 0 passed in
         stack traceback:
            [C]: in function `_c_CreateEntity'
            ...ed alliance\gamedata\mohodata.scd\lua\sim\entity.lua(11): in function `__init'
            ...alliance\gamedata\mohodata.scd\lua\sim\vizmarker.lua(15): in function `initfn'
            ...data\faforever\gamedata\lua.nx2\lua\system\class.lua(258): in function
                                        <...data\faforever\gamedata\lua.nx2\lua\system\class.lua:246>
            ...faforever\gamedata\lua.nx2\lua\scenarioframework.lua(1858): in function
                                        <...faforever\gamedata\lua.nx2\lua\scenarioframework.lua:1824>



The error comes from CDRDeathNISCamera -> OperationNISCameraThread
I think it has something todo with VizMarker. This class uses self:InitIntel to give vision/radar/omni to a certain area for a certain Army, but since the obeserver is -1, it gives this error.


1st replay also desynchs for some reason, but 2nd doesn't.
(I saw the error in the 2nd replay but that one takes 40min, so i tried to give one that wouldn't take forever to trigger the error.)

Statistics: Posted by KeyBlue — 01 Sep 2016, 18:25


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2016-08-21T15:11:56+02:00 2016-08-21T15:11:56+02:00 /viewtopic.php?t=11868&p=133237#p133237 <![CDATA[Re: Coop mod/missions suggestions/testing]]>
A few suggestions:
Would be be better if when playing the campaign missions it autoselected the appropriate faction in the lobby (I tried it with other factions and it doesn't work) and there was no option to select another faction.
Also its not obvious that it is the hosting player who must fulfill the mission objectives e.g. if the non-hosting player builds 3 mexes and 3 powergens this doesn't trigger even the 1st set of objectives. Is there no way round this?

Thanks for the hard work so far - it is appreciated.

Statistics: Posted by R_Charger — 21 Aug 2016, 15:11


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