Custom weapons mod?

Install & setup problems, application questions and other nasty things ;)

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karx11erx
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Re: Custom weapons mod?

Postby karx11erx » Fri May 29, 2015 11:10 am

These crashes will stop. They are the result of stricter checks in the code which have revealed a series of flaws. I think that these have all been ironed out now. I actually believe that the automap crash was the last remaining issue, and I am quite certain I fixed it, as its cause was so obvious once I had found it.

You don't need to resort to save games - just make some in case I need one. The automap crash bug depended on the player having equipped a homing weapon. I can try to find such a bug for ages and will only happen to trigger it by accident. If I had had a savegame from short before such a crash occured, I would have had a homing weapon equipped automatically and would have found the bug at once. You see, there are so many things influencing code flow that it is nigh impossible to consider them all (unless I would unit test D2X-XL's functions, which I don't).

I also usually do not test TEW with the weapon mod you put into it (I only found out I should when you complained about its homing weapons not working anymore).
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Retrochallengegamer
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Re: Custom weapons mod?

Postby Retrochallengegamer » Mon Jun 01, 2015 10:44 pm

Well, wouldn't you know it? I download .27 and beat level 10 with no issues. Go figure. I have traceline 1 still enabled, so if it crashes on level 11 onwards, hopefully it'll tell you something new. For now...onwards!
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karx11erx
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Re: Custom weapons mod?

Postby karx11erx » Mon Jun 01, 2015 10:46 pm

The parameter is called tracelevel, not traceline.

I have also added additional data access validation. Maybe that helped, too.

You may want to get 1.18.28, since I introduced a nasty sound flaw in .27 (stuttering). You may also want to set sound channels to "high" (sound and music options).
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Re: Custom weapons mod?

Postby Retrochallengegamer » Wed Jun 03, 2015 12:14 pm

Update on what I've been doing: I have completed level with no crashes as stated previously, however I haven't touched the project in a few days due to real life and catching up on other play series. I'll get around to starting level 11 later this week and I'll have tracelevel 1 still active. Thanks. :hello:
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Re: Custom weapons mod?

Postby Retrochallengegamer » Tue Jun 09, 2015 12:19 am

Still on level 12, haven't touched it in about a week. Got distracted by the sexy...aka, The Witcher 3: Wild Hunt. I've been absorbed in that completely. To the detriment of future videos on my channel! :lolol:
Don't worry though, I plan to come back and continue the rest of the play series! Level 11 was quite the difficulty spike, does it get worse? :yikes:
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Re: Custom weapons mod?

Postby Alter-Fox » Tue Jun 09, 2015 1:41 am

Oh yes it does. Muuuuuuuch worse.
You haven't even reached the worst bots yet. Wait till 16... or 21... or 25...
We live in a universe... It's distracting
=========================================================
beware of ounce
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karx11erx
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Re: Custom weapons mod?

Postby karx11erx » Tue Jun 09, 2015 9:15 am

You thought level 11 was hard? :roll:

Wait for those Kalkis ... :mrgreen:
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Re: Custom weapons mod?

Postby Alter-Fox » Tue Jun 09, 2015 1:05 pm

I was thinking Warlord, especially depending on what's set in your physics options...
We live in a universe... It's distracting
=========================================================
beware of ounce
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karx11erx
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Re: Custom weapons mod?

Postby karx11erx » Tue Jun 09, 2015 1:58 pm

Yeah man, there are lots of ways of getting blown to pieces ahead of you. ;)
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Re: Custom weapons mod?

Postby Retrochallengegamer » Sun Jun 14, 2015 1:34 pm

Sorry for the long wait, I'm almost done with the Witcher 3, so I should get back to level 12 within the next day or so and continue my play series! However, what version are we up to now? :think:
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karx11erx
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Re: Custom weapons mod?

Postby karx11erx » Sun Jun 14, 2015 2:04 pm

1.18.41 (1.18.42 upcoming - fixed a rare crash during lightmap calculation).

Why don't you use the graphics settings I had proposed to you? Your's are "suboptimal".

Can I see some of your vids already?
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Re: Custom weapons mod?

Postby Retrochallengegamer » Mon Jun 15, 2015 12:44 am

They are sub optimal because I'd like my computer to run the game while using a recording program. I tried maxing it out and it stuttered in a rather jarring way. So I started toning down settings until I got to something that I was not only happy with but still looked rather good. What you gonna do? :clue:
As for seeing my videos, unless its on a Twitch stream, I tend to finish my play series all the way through to the end before I even begin to post up the first vid of it. (thus my backlog) It'll happen soon! Just depends on how fast I get through the rest of the levels.
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karx11erx
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Re: Custom weapons mod?

Postby karx11erx » Mon Jun 15, 2015 7:28 am

Understood.

Regarding the recording software: If you are using an NVidia gpu and haven't tried it already, you may want to try Shadowplay.
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Re: Custom weapons mod?

Postby Retrochallengegamer » Tue Jun 16, 2015 11:19 am

Holy friggin crap! I just finished level 12. Difficulty spike much in the lava levels? Made it through...barely. Onto level 13! I also forgot to update, I have .29 as my current version. I better update that. I'll do that before level 13.
Okay Pipers are pretty terrible. They can shred your shields in seconds and are as annoying as Class 1 Drillers from Descent 1! But Terapinners are the WORST! The moment they see you, you're basically dead. I see a common theme with a lot of these new robots: don't let it see you!
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karx11erx
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Re: Custom weapons mod?

Postby karx11erx » Tue Jun 16, 2015 1:12 pm

I can SEEEEE YOUUUU!!! :chainsaw:

:rofl:

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