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    GrandAdmiral

    @GrandAdmiral

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    Best posts made by GrandAdmiral

    • RE: Game Councilor

      @snagglefox said in Game Councilor:

      The level of entitlement I've seen over the last several days on this forum is incredible.

      Jip & co have brought FAF to a new level over the year+. Be happy we aren't stuck playing on a clone of GPGNet, instead we have people willing to continually work on and improve the game. The performance improvements alone are more than we could've asked anyone to do. The fact they're trying to modernize the game to a degree without access to the source code is a feat itself.

      Jip more than communicates enough and is always open to feedback, don't blame him because yall don't make an effort to keep up with development nor do you play on Develop to test the changes. Instead, make an effort to be part of the process if you're so unhappy with it.

      Casual FAF player here, started playing original FA back in the day and was happily surprised to come across this community a year or two ago. Here's my two cents worth:

      Now I've never been one to like change, especially in anything I've had great affection for in the past. Not a fan of JJ Star Wars or Star Trek. Hated Dawn of War 2 after loving the original and all its expansions. I even hated Sup Com 2 and it's bulshit research mechanic.

      So coming on board fairly late in the piece meant adapting to a few substantial changes right off the bat (CZARs didn't have shields in my day) and having been away from the game for several months I'm sure there will be more adapting to come.

      BUT (to echo in part what SnaggleFox has said).

      Given the choice between being carried along with Jip and the rest of development team's vision (since I have no time to do anything but post the occasional bug report myself) and adjusting to their mechanic changes so I can continue to take advantage of the incredible work they've done to enhance the overall performance of the game

      OR

      Sticking with classic FA and rapidly getting bored and frustrated by the limitations of a 15+ year old game with no support...

      Yeah that's an easy choice.

      TL;DR - As long as FAF stays recognizable in spirit, keeps improving in the leaps and bounds it has to date, and especially considering that I contribute effectively NOTHING to this community in terms of money or feedback.

      Jip and the team can do what they like. With my continued gratitude for their efforts.

      posted in General Discussion
      G
      GrandAdmiral

    Latest posts made by GrandAdmiral

    • RE: Game Councilor

      @snagglefox said in Game Councilor:

      The level of entitlement I've seen over the last several days on this forum is incredible.

      Jip & co have brought FAF to a new level over the year+. Be happy we aren't stuck playing on a clone of GPGNet, instead we have people willing to continually work on and improve the game. The performance improvements alone are more than we could've asked anyone to do. The fact they're trying to modernize the game to a degree without access to the source code is a feat itself.

      Jip more than communicates enough and is always open to feedback, don't blame him because yall don't make an effort to keep up with development nor do you play on Develop to test the changes. Instead, make an effort to be part of the process if you're so unhappy with it.

      Casual FAF player here, started playing original FA back in the day and was happily surprised to come across this community a year or two ago. Here's my two cents worth:

      Now I've never been one to like change, especially in anything I've had great affection for in the past. Not a fan of JJ Star Wars or Star Trek. Hated Dawn of War 2 after loving the original and all its expansions. I even hated Sup Com 2 and it's bulshit research mechanic.

      So coming on board fairly late in the piece meant adapting to a few substantial changes right off the bat (CZARs didn't have shields in my day) and having been away from the game for several months I'm sure there will be more adapting to come.

      BUT (to echo in part what SnaggleFox has said).

      Given the choice between being carried along with Jip and the rest of development team's vision (since I have no time to do anything but post the occasional bug report myself) and adjusting to their mechanic changes so I can continue to take advantage of the incredible work they've done to enhance the overall performance of the game

      OR

      Sticking with classic FA and rapidly getting bored and frustrated by the limitations of a 15+ year old game with no support...

      Yeah that's an easy choice.

      TL;DR - As long as FAF stays recognizable in spirit, keeps improving in the leaps and bounds it has to date, and especially considering that I contribute effectively NOTHING to this community in terms of money or feedback.

      Jip and the team can do what they like. With my continued gratitude for their efforts.

      posted in General Discussion
      G
      GrandAdmiral
    • RE: Aeon on Drakes Ravine - No/Limited weapons fire effects

      @jip No, Windows 10

      posted in Game Issues and Gameplay questions
      G
      GrandAdmiral
    • Aeon on Drakes Ravine - No/Limited weapons fire effects

      This has been an issue for me for a while and I've only just gotten around to reporting it.

      When I play as Aeon on Drakes Ravine, I only see very limited weapons fire effects. For something like a nuke, I see the scar on the ground, screen shakes and I get a bit of the halo lighting effect, but no mushroom cloud, smoke etc. For simple effects, like Auroras or sniper bots I can see the firing action (turret kicks back) but no shot. This happens for all players from my point of view, but not for others in the game (although those I play with typically don't play Aeon).

      All other maps (generalisation, specifically Strip Mine, Setons) work without issue. This has persisted through the last few patches and client updates. I have tried turning graphics to minimum and then back up, no effect.

      posted in Game Issues and Gameplay questions
      G
      GrandAdmiral
    • RE: Repeating crash on Strip Mine

      10 Home 21H1. As far as gameplay it varies, when the first crash happened the entire game just locks up, when I alt-TAB I find the debugger in the background. With this most recent crash the main screen (I play with dual-screen) completely crashed out.

      Yeah Forged has been rock solid up until that major crashing bug a couple of patches ago and since then (until now obviously). I haven't tried another map yet so unsure if its something with this combination or my system in general.

      posted in I need help
      G
      GrandAdmiral
    • RE: Repeating crash on Strip Mine

      And Log

      game_15632810.log

      posted in I need help
      G
      GrandAdmiral
    • RE: Repeating crash on Strip Mine

      So today I tried playing on the Devel branch and had much better luck, same combination with Supreme Scoreboard and NVIDIA fix. Lasted a good 3 hours before crashing out a bit differently than previous so I think this is a new/different crash

      EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x0067aa5f
      attempted to read memory at 0x00000000

      Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe
      Cmd line arguments : /init init.lua /nobugreport /log C:\ProgramData\FAForever\logs\game_15632810.log /gpgnet 127.0.0.1:61090 /mean 1500.0 /deviation 500.0 /savereplay gpgnet://127.0.0.1:53303/15632810/GrandAdmiral.SCFAreplay /country AU /rehost /numgames 0

      Callstack:
      Unknown symbol (address 0x0067aa5f)

      Last 100 lines of log...

      info: UI_ApplySelectionSet 0
      info: UI_MakeSelectionSet 0
      debug: Loading module '\000/projectiles/tdfriot01/tdfriot01_script.lua\000'
      debug: Loading module '\000/projectiles/tdfovercharge01/tdfovercharge01_script.lua\000'
      debug: Loading module '\000/units/ueb2303/ueb2303_script.lua\000'
      debug: Loading module '\000/projectiles/laserbotterran01/laserbotterran01_script.lua\000'
      debug: Current gametime: 01:37:00
      debug: Current gametime: 01:37:30
      debug: Current gametime: 01:38:00
      info: CWldSession::DoBeat() unknown entity id (0x2ff00f3b) supplied in a pose update.
      info: CWldSession::DoBeat() unknown entity id (0x2ff010bb) supplied in a pose update.
      debug: Current gametime: 01:38:30
      debug: Loading module '\000/units/uaa0304/uaa0304_script.lua\000'
      debug: Current gametime: 01:39:00
      info: CWldSession::DoBeat() unknown entity id (0x2ff01228) supplied in a pose update.
      info: CWldSession::DoBeat() unknown entity id (0x2ff01229) supplied in a pose update.
      info: CWldSession::DoBeat() unknown entity id (0x2ff03b9b) supplied in a pose update.
      info: CWldSession::DoBeat() unknown entity id (0x2ff03ba2) supplied in a pose update.
      info: CWldSession::DoBeat() unknown entity id (0x2ff03ba5) supplied in a pose update.
      info: CWldSession::DoBeat() unknown entity id (0x2ff03ba8) supplied in a pose update.
      info: CWldSession::DoBeat() unknown entity id (0x2ff03bac) supplied in a pose update.
      info: CWldSession::DoBeat() unknown entity id (0x2ff03bb0) supplied in a pose update.
      info: CWldSession::DoBeat() unknown entity id (0x2ff03bb7) supplied in a pose update.
      info: CWldSession::DoBeat() unknown entity id (0x2ff03bf3) supplied in a pose update.
      debug: Current gametime: 01:39:30
      debug: Current gametime: 01:40:00
      info: CWldSession::DoBeat() unknown entity id (0x2ff00e8c) supplied in a pose update.
      debug: Loading module '\000/units/url0401/url0401_script.lua\000'
      debug: Current gametime: 01:40:30
      info: CWldSession::DoBeat() unknown entity id (0x2ff0179a) supplied in a pose update.
      debug: Current gametime: 01:41:00
      debug: Current gametime: 01:41:30
      info: UI_ApplySelectionSet 0
      debug: Current gametime: 01:42:00
      debug: Loading module '\000/projectiles/tdfplasmaheavy03/tdfplasmaheavy03_script.lua\000'
      debug: Loading module '\000/effects/entities/uefnukeeffectcontroller01/uefnukeeffectcontroller01_script.lua\000'
      warning: ACU kill detected. Rating for ranked games is now enforced.
      info: Sending game result: 2 score 1
      debug: Loading module '\000/lua/ui/game/gameresult.lua\000'
      info: Hooked /lua/ui/game/gameresult.lua with /mods/supremescoreboard/hook/lua/ui/game/gameresult.lua
      info: SSB >>> TRACE GameResults: result = score 1, armyID = 2, name = GrandAdmiral
      debug: Loading module '\000/effects/entities/uefnukeeffect01/uefnukeeffect01_script.lua\000'
      debug: Loading module '\000/effects/entities/uefnukeeffect02/uefnukeeffect02_script.lua\000'
      debug: Loading module '\000/effects/entities/uefnukeshockwave01/uefnukeshockwave01_script.lua\000'
      debug: Loading module '\000/effects/entities/uefnukeshockwave02/uefnukeshockwave02_script.lua\000'
      debug: Loading module '\000/effects/entities/uefnukeeffect03/uefnukeeffect03_script.lua\000'
      debug: Loading module '\000/effects/entities/uefnukeflavorplume01/uefnukeflavorplume01_script.lua\000'
      info: SSB >>> TRACE OnBeat() player has died: Shinjake (Shuri (AI: Adaptive))
      warning: *AI WARNING: LocationEngineersBuildingAssistanceComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationEngineersBuildingComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationFactoriesBuildingComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationBuildingComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: EngineerComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationEngineersBuildingAssistanceComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: FactoryCapCheck - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationFactoriesBuildingComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationEngineersBuildingAssistanceComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationBuildingComparison - Invalid location - MAIN
      warning: *AI WARNING: LocationEngineersBuildingAssistanceComparison - Invalid location - MAIN
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - MAIN
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - MAIN
      warning: *AI WARNING: LocationEngineersBuildingComparison - Invalid location - MAIN
      warning: *AI WARNING: LocationEngineersBuildingComparison - Invalid location - MAIN
      warning: Error running lua script: ...ogramdata\faforever\gamedata\lua.nx5\lua\aibrain.lua(1201): attempt to call method GetNumCategoryUnits' (a nil value) stack traceback: ...ogramdata\faforever\gamedata\lua.nx5\lua\aibrain.lua(1201): in function GetManagerCount'
      ...data\lua.nx5\lua\editor\unitcountbuildconditions.lua(1005): in function <...data\lua.nx5\lua\editor\unitcountbuildconditions.lua:1004>
      (tail call): ?
      ...\gamedata\lua.nx5\lua\sim\brainconditionsmonitor.lua(306): in function <...\gamedata\lua.nx5\lua\sim\brainconditionsmonitor.lua:304>
      (tail call): ?
      ...mdata\faforever\gamedata\lua.nx5\lua\sim\builder.lua(174): in function BuilderConditionTest' ...mdata\faforever\gamedata\lua.nx5\lua\sim\builder.lua(212): in function CheckBuilderConditions'
      ...mdata\faforever\gamedata\lua.nx5\lua\sim\builder.lua(126): in function GetBuilderStatus' ...aforever\gamedata\lua.nx5\lua\sim\buildermanager.lua(258): in function GetHighestBuilder'
      ...forever\gamedata\lua.nx5\lua\sim\engineermanager.lua(667): in function AssignEngineerTask' ...forever\gamedata\lua.nx5\lua\sim\engineermanager.lua(638): in function <...forever\gamedata\lua.nx5\lua\sim\engineermanager.lua:635> warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03 warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03 warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03 warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03 warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03 warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03 warning: Error running lua script: ...ogramdata\faforever\gamedata\lua.nx5\lua\platoon.lua(1443): attempt to call method GetLocationCoords' (a nil value)
      stack traceback:
      ...ogramdata\faforever\gamedata\lua.nx5\lua\platoon.lua(1443): in function <...ogramdata\faforever\gamedata\lua.nx5\lua\platoon.lua:1433>
      debug: Loading module '\000/effects/entities/uefnukeeffect05/uefnukeeffect05_script.lua\000'
      warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03
      warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03
      warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03
      warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03
      warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03
      warning: *AI WARNING: LocationEngineersBuildingAssistanceComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationEngineersBuildingComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationFactoriesBuildingComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationBuildingComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: HaveUnitComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: EngineerComparisonAtLocation - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationEngineersBuildingAssistanceComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: FactoryCapCheck - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationFactoriesBuildingComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: LocationEngineersBuildingAssistanceComparison - Invalid location - Large Expansion Area 02
      warning: *AI WARNING: FactoryComparisonAtLocation - Invalid location - Expansion Area 03
      debug: Loading module '\000/units/zxa0001/zxa0001_script.lua\000'

      posted in I need help
      G
      GrandAdmiral
    • RE: Repeating crash on Strip Mine

      @jip said in Repeating crash on Strip Mine:

      @grandadmiral said in Repeating crash on Strip Mine:

      it'd be awesome if the client had an auto-submission option.

      We're actually working on that. with the next release the debugger that was made for FA should attach automatically - when you crash we'll have all the info we need to determine what caused the crash.

      That's awesome to hear. Game log attached for both reports

      game_15598560.log

      game_15593101.log

      posted in I need help
      G
      GrandAdmiral
    • RE: Repeating crash on Strip Mine

      In that latest game only Supreme Scoreboard and NVIDIA Fix. Previously I had Advanced reclaim and RKExplosions on as well. I'll grab that log file tonight, it'd be awesome if the client had an auto-submission option.

      I've been able to reproduce it every time I've played this combination so whatever debugging/tracing you want me to run or combinations of mods/branches you want me to try just let me know.

      posted in I need help
      G
      GrandAdmiral
    • RE: Repeating crash on Strip Mine

      And again, this time at 56m. RKExplosions turned off

      EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x00423190
      attempted to read memory at 0xbcecdb11

      Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe
      Cmd line arguments : /init init.lua /nobugreport /log C:\ProgramData\FAForever\logs\game_15598560.log /gpgnet 127.0.0.1:43029 /mean 1500.0 /deviation 500.0 /savereplay gpgnet://127.0.0.1:64913/15598560/GrandAdmiral.SCFAreplay /country AU /numgames 0

      Callstack:
      Unknown symbol (address 0x00423190)
      Unknown symbol (address 0x00801e43)

      Last 100 lines of log...

      debug: Loading module '\000/units/xsb1303/xsb1303_script.lua\000'
      debug: Loading module '\000/units/uab0304/uab0304_script.lua\000'
      debug: Current gametime: 00:40:00
      debug: Loading module '\000/units/ueb0304/ueb0304_script.lua\000'
      debug: Loading module '\000/units/uel0303/uel0303_script.lua\000'
      debug: Current gametime: 00:40:30
      debug: Loading module '\000/projectiles/taamissileflayer01/taamissileflayer01_script.lua\000'
      debug: Loading module '\000/projectiles/tdfplasmaheavy02/tdfplasmaheavy02_script.lua\000'
      info: UI_ApplySelectionSet 1
      info: UI_ApplySelectionSet 2
      info: UI_MakeSelectionSet 2
      debug: Loading module '\000/units/xel0305/xel0305_script.lua\000'
      debug: Current gametime: 00:41:00
      debug: Loading module '\000/units/ual0301/ual0301_script.lua\000'
      debug: Loading module '\000/units/ual0202/ual0202_script.lua\000'
      debug: Loading module '\000/units/delk002/delk002_script.lua\000'
      debug: Loading module '\000/lua/kirvesweapons.lua\000'
      debug: Loading module '\000/lua/kirveseffects.lua\000'
      debug: Loading module '\000/lua/kirvesbeams.lua\000'
      debug: Loading module '\000/units/uaa0304/uaa0304_script.lua\000'
      debug: Current gametime: 00:41:30
      debug: Current gametime: 00:42:00
      info: CWldSession::DoBeat() unknown entity id (0x2ff0183b) supplied in a pose update.
      debug: Current gametime: 00:42:30
      debug: Loading module '\000/units/uab2304/uab2304_script.lua\000'
      debug: Loading module '\000/units/xsa0303/xsa0303_script.lua\000'
      debug: Loading module '\000/units/uel0301/uel0301_script.lua\000'
      debug: Current gametime: 00:43:00
      debug: Loading module '\000/projectiles/aaazealotmissile01/aaazealotmissile01_script.lua\000'
      info: UI_Lua import("/lua/ui/uimain.lua").EscapeHandler()
      debug: Current gametime: 00:43:30
      info: UI_Lua import("/lua/ui/game/tabs.lua").TogglePause()
      info: UI_MakeSelectionSet 2
      info: UI_Lua import("/lua/ui/game/tabs.lua").TogglePause()
      debug: Current gametime: 00:44:00
      debug: Current gametime: 00:44:30
      info: CWldSession::DoBeat() unknown entity id (0x2ff00e60) supplied in a pose update.
      debug: Current gametime: 00:45:00
      debug: Loading module '\000/projectiles/tifmissilecruise01/tifmissilecruise01_script.lua\000'
      debug: Loading module '\000/projectiles/tdphalanx01/tdphalanx01_script.lua\000'
      debug: Current gametime: 00:45:30
      debug: Loading module '\000/units/ueb2305/ueb2305_script.lua\000'
      debug: Current gametime: 00:46:00
      debug: Loading module '\000/units/xeb2402/xeb2402_script.lua\000'
      info: UI_ApplySelectionSet 2
      debug: Current gametime: 00:46:30
      info: UI_MakeSelectionSet 2
      debug: Loading module '\000/units/ueb2302/ueb2302_script.lua\000'
      info: UI_MakeSelectionSet 9
      debug: Loading module '\000/projectiles/sdftaucannon01/sdftaucannon01_script.lua\000'
      debug: Current gametime: 00:47:00
      debug: Loading module '\000/units/ueb4203/ueb4203_script.lua\000'
      debug: Loading module '\000/units/xsl0205/xsl0205_script.lua\000'
      debug: Current gametime: 00:47:30
      debug: Current gametime: 00:48:00
      info: UI_MakeSelectionSet 2
      debug: Current gametime: 00:48:30
      info: UI_MakeSelectionSet 1
      debug: Current gametime: 00:49:00
      debug: Loading module '\000/units/uab3104/uab3104_script.lua\000'
      debug: Loading module '\000/projectiles/saalosaareautocannon01/saalosaareautocannon01_script.lua\000'
      debug: Loading module '\000/projectiles/taarailgun03/taarailgun03_script.lua\000'
      info: UI_Lua import("/lua/ui/uimain.lua").EscapeHandler()
      debug: Current gametime: 00:49:30
      debug: Loading module '\000/units/uea0003/uea0003_script.lua\000'
      debug: Loading module '\000/units/uab5202/uab5202_script.lua\000'
      debug: Current gametime: 00:50:00
      debug: Loading module '\000/units/xea0002/xea0002_script.lua\000'
      debug: Current gametime: 00:50:30
      debug: Loading module '\000/projectiles/tdfgauss04/tdfgauss04_script.lua\000'
      info: UI_Lua import("/lua/ui/game/tabs.lua").TogglePause()
      info: UI_Lua import("/lua/ui/game/tabs.lua").TogglePause()
      debug: Loading module '\000/projectiles/aifbombquark01/aifbombquark01_script.lua\000'
      debug: Current gametime: 00:51:00
      debug: Loading module '\000/projectiles/aaphalanx01/aaphalanx01_script.lua\000'
      debug: Loading module '\000/lua/kirvesprojectiles.lua\000'
      debug: Current gametime: 00:51:30
      debug: Current gametime: 00:52:00
      debug: Loading module '\000/units/xsa0402/xsa0402_script.lua\000'
      debug: Current gametime: 00:52:30
      debug: Current gametime: 00:53:00
      info: UI_MakeSelectionSet 2
      debug: Loading module '\000/projectiles/adfquantumcannon02/adfquantumcannon02_script.lua\000'
      debug: Loading module '\000/units/uaa0310/uaa0310_script.lua\000'
      debug: Current gametime: 00:53:30
      debug: Loading module '\000/units/dslk004/dslk004_script.lua\000'
      debug: Current gametime: 00:54:00
      debug: Current gametime: 00:54:30
      debug: Loading module '\000/projectiles/tifmissilecruise03/tifmissilecruise03_script.lua\000'
      debug: Current gametime: 00:55:00
      debug: Loading module '\000/projectiles/tifantimattershells01/tifantimattershells01_script.lua\000'
      info: UI_MakeSelectionSet 9
      debug: Loading module '\000/units/xsa0304/xsa0304_script.lua\000'
      debug: Current gametime: 00:55:30
      debug: Loading module '\000/projectiles/tifmissilenuke01/tifmissilenuke01_script.lua\000'
      debug: Loading module '\000/lua/ui/game/nukelaunchping.lua\000'
      debug: Current gametime: 00:56:00
      debug: Loading module '\000/projectiles/tdfionizedplasmagatlingcannon01/tdfionizedplasmagatlingcannon01_script.lua\000'
      debug: Loading module '\000/projectiles/aimsaintantinuke01/aimsaintantinuke01_script.lua\000'
      debug: Current gametime: 00:56:30

      posted in I need help
      G
      GrandAdmiral
    • RE: Repeating crash on Strip Mine

      Windows 10 21H1
      Normal FA branch
      On a winner 😞 lol

      posted in I need help
      G
      GrandAdmiral