Perfect. Thanks Jip!
Posts made by Doompants
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RE: BlackOpsFAF-Unleashed only for FAF v25
I don't generally play Aeon, but I tried it last Friday and the spoilsports i played with shut me down before I could build one.
It's a whole new Friday though. Lets do this.
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RE: Updated Mods for FAF and Vanilla Steam
@Uveso - can you (or someone else) explain what effect the 'DesiredShooterCap' fixes have on gameplay?
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RE: BlackOpsFAF-Unleashed only for FAF v25
@Uveso Seems every time I @ you I owe you more and more thanks for your work!
We've had to have a gentleman's agreement not to build any of the Dreadnoughts for so long, and it was glorious last night being able to bring back the Seraphim dreadnought in a naval map. Welcome back, and thanks again.
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
I should add this only affects the two UEF units I listed. The Seraphim and Cybran BlackOps Dreadnoughts can be hit with torpedoes as normal.
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
@ZBC if you have the knowledge and time to fix a few of these outstanding bugs, as the main ringleader of a group that plays BlackOps every week, you have my sincere gratitude.
The big bug that is bothering us right now is that something has broken with torpedos vs a couple of BlackOps UEF units:
The two we've found are:
BES 0402 - UEF Dreadnought
EEB 0402 - UEF Philadelphia Stellar Generator (when built on water, obv.)As you can see in the attached pic, torpedos from all manner of naval ships do not seem to hit either of these units, and just circle around. VERY rarely, a torpedo will land, but we're talking 8 minutes of heavy concentrated fire to finally take down the dreadnought.
I'm not sure which patch may have broken it, but it will be one of the more recent ones. This was not a problem in late 2023/early 2024.
Also food for thought -- There are other UEF BlackOps boats that are NOT affected (EES0302 - Knox Escort boat) and neither is the other BlackOps water-buildable structure (BEB5205 T3 advanced Air Staging).
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RE: BlackOpsFAF-Unleashed only for FAF v25
@rowey Oh yeah I wouldn't touch the BlackOps mods themselves but couldn't you have an additional 'patch/balance' mod that also runs just to fix the problem if it's something in the blueprint? Or is that also no bueno?
I'm asking as someone who has just enough knowledge of how these files work to be dangerous. lol.
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RE: BlackOpsFAF-Unleashed only for FAF v25
Just a bump a month later to see if anyone knows if this is something that can be fixed.. If Uveso is not active, even if you can give me an idea if there is something that can be added to the BlackOps blueprints.. We already play with a balance patch for BlackOps Teleports that I cobbled together by changing values, I'm sure I could add the fix to that patch if I knew what to add.
Sorry. I'm an ADHD monkey with absolute zero brain for programming.
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RE: BlackOpsFAF-ACUs only for FAF v20
@Blackrobe Odd. We play all 3 BlackOps mods on and I was manually overcharging last night no problem. Possible it's a conflict with something else?
I think you may be right about the cloaking though.
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RE: BlackOpsFAF-Unleashed only for FAF v25
I should have also added, the Cybran and Seraphim BlackOps Dreadnought experimentals (and the BlackOps rework of the Aeon Tempest) all take torpedo fire normally (which is to say they have some torpedo defense but get easily overwhelmed with heavy fire, whereas the UEF Dreadnought has no torp defense.)
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RE: BlackOpsFAF-Unleashed only for FAF v25
Hello friends!
We've been back playing Blackops after some time, and while it appears the last few patches have been kind to it, we have found one thing that has broken at some point -- Torpedoes do not seem to be hitting several UEF oceanic BlackOps-only units.
The two we've found are:
BES 0402 - UEF Dreadnought
EEB 0402 - UEF Philadelphia Stellar Generator (when built on water, obv.)As you can see in the attach, torpedos from all manner of naval ships do not seem to hit either of these units, and just circle around. VERY rarely, a torpedo will land, but we're talking 8 minutes of heavy concentrated fire to finally take down the dreadnought.
I'm not sure which patch may have broken it, but it will be one of the more recent ones. This was not a problem the last time we were actively playing BlackOps.
Also food for thought -- The other UEF BlackOps boats are not affected (EES0302 - Knox Escort boat) and neither is the other BlackOps wter-buildable structure (BEB5205 T3 advanced Air Staging).
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RE: Fatboy and Atlantis do not build units
FWIW, our playgroup digs this change. It's SO good being able to maneuver a couple of Atlantises while they continue to work on building planes. Big thumbs up to whomever we can credit with the idea.
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RE: RK's Explosion mod no longer supported?
Nice! Before the recent bug, we found it was causing desyncs too, but it didn't sound like an active project, so thanks for looking into it.
Some of the effects were pretty intense, but this mod is worth it alone for the oil slicks after a huge naval battle.
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RE: Two games stopped playing ~40 minutes, and no connectivity screen. Everyone affected, no one hard locked. Exit Code -1.
Here is the log from the Survival Map + BlackOps that crashed. The crash happened about ~30+ minutes into the game, at around 21:30 timestamp I think. That's when there's a bunch of info in the ICE log.
71dcd911-09ce-4fe8-9885-4aa8ee0f0801-game_20611540.log
0b06e82a-a16a-4e20-a9a9-8d1bb2308fe6-advanced-ice-adapter.log(these are the logs you want, right @Jip? I am assuming advanced ICE log is part of having the debug mode turned on)
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RE: Two games stopped playing ~40 minutes, and no connectivity screen. Everyone affected, no one hard locked. Exit Code -1.
Note a post currently below this one saying they had the same crash/freeze in a campaign map with BlackOps on.
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RE: Two games stopped playing ~40 minutes, and no connectivity screen. Everyone affected, no one hard locked. Exit Code -1.
So an update on what we've found:
This is definitely BlackOps related, but it started recently, and I don't believe BlackOps has been updated in a while so maybe it's something in the main game has changed that broke BlackOps?
Phantom-X is not the only mod that locks us in this loop. We recently played a survival map (Survival 5thdimension 16 player v5) and experienced the same freeze.
Both cases, the freeze only happens with BlackOps on. If we play Phantom-X or the Survival map in Vanilla, no freeze.
Both cases, the freeze happens when people are well into T3/experimental production, though we haven't been able to identify any one unit or action that may have been the reason for the freeze.
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RE: Game Crashes
Something is currently happening with alternate game modes when BlackOps is on.
The symptom is that the game 'freezes' but you can click on everything. The game just stops playing.
Our group has also had this happen in Phantom-X and Survival map games. Turning BlackOps off lets us play botht hose modes.
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RE: BlackOpsFAF-Unleashed only for FAF v25
If Uveso updates the mod to fix some of these errors, there will be a new version in the mod vault. You may need to manually uninstall the old version and reinstall it from the vault (2 clicks :D) but there should be no need to go to github.
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RE: Two games stopped playing ~40 minutes, and no connectivity screen. Everyone affected, no one hard locked. Exit Code -1.
Ugh.. @Jip I know there's some weird connect stuff going on, but this happened again a third time tonight in another PhantomX game, so I'm starting to think it's Phantom related.
This time it was a different player (Vaemas) showing up first on the ICE log, even though it was mostly the same crew.
2023-07-28 20:41:04.893 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72) 2023-07-28 20:41:18.754 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72) 2023-07-28 20:42:11.007 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72) 2023-07-28 20:42:32.773 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72) 2023-07-28 20:43:04.894 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72) 2023-07-28 20:43:18.754 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72) 2023-07-28 20:44:11.007 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72) 2023-07-28 20:44:32.774 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72) 2023-07-28 20:45:04.894 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72) 2023-07-28 20:45:18.758 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72) 2023-07-28 20:45:45.870 WARN Didn't receive any answer to echo requests for the past 10 seconds from Vaemas, aborting connection (c.f.i.i.PeerConnectivityCheckerModule:102) 2023-07-28 20:45:45.871 WARN Sleeping refreshThread was interrupted (c.f.i.ice.PeerTurnRefreshModule:80) 2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): ICE connection has been lost for peer (c.f.iceadapter.ice.PeerIceModule:336) 2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432) 2023-07-28 20:45:45.871 INFO Sending Notification:{"method":"onConnected","params":[13857,349568,false],"jsonrpc":"2.0"} (com.nbarraille.jjsonrpc.JJsonPeer:529) 2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432) 2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432) 2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432) 2023-07-28 20:45:45.871 INFO Sending Notification:{"method":"onIceConnectionStateChanged","params":[13857,349568,"disconnected"],"jsonrpc":"2.0"} (com.nbarraille.jjsonrpc.JJsonPeer:529) 2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432) 2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432) 2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432) 2023-07-28 20:45:45.872 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432) 2023-07-28 20:45:45.872 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432) 2023-07-28 20:45:45.872 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432) 2023-07-28 20:45:45.872 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
That's a snip from the log where it died (again, near the 40 minute mark, but this is also shortly after the Phantom X reveal timer we have)
I'll attach the full logs too, but any suggestions you have, I'm listening. Next week, we'll try a Phantom X game without BlackOps, but right now it seems we can play other games with BlackOps, it's only our phantom X games that are crashing like this. We're big BlackOps fans, so obviously we hate to have to turn it off, but let me know if there's anything we can try to test for you.