Thanks Nomander! It is working now.
Posts
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RE: Creating new Hotkeys / Shortcuts error
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RE: Creating new Hotkeys / Shortcuts error
This is the crashing log:
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x00a976d7
attempted to read memory at 0x00002000Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe
Cmd line arguments : /init init.lua /nobugreport /log C:\Users\fred_\AppData\Roaming\Forged Alliance Forever\logs\game_24729789.log /gpgnet 127.0.0.1:50896 /mean 1308.06005859375 /deviation 99.00479888916016 /savereplay gpgnet://127.0.0.1:50897/24729789/wolfred.SCFAreplay /country MX /numgames 521 /numgames 138Callstack:
Unknown symbol (address 0x00a976d7)Last 100 lines of log...
info: Active mods in session:
debug: MEM: -5247026 bytes STIMap
debug: MEM: -5247026 bytes LoadTexturing
debug: MEM: -5247026 bytes WaterMask
debug: MEM: -12252683 bytes TERRAIN
info: Background task "Map loader /maps/8 - badlands_v4.v0001/8 - badlands_v4.scmap" finished.
info: Saving replay to "gpgnet://127.0.0.1:50897/24729789/wolfred.SCFAreplay"
debug: MEM: 0 bytes LUABP
debug: Lua sim environment initialized with game version 3821, game type FAF and at commit hash 1c49154e84dd4829b84fb742a443ccd5c67e7d4d
debug: MEM: 0 bytes OGRID
info: Loading save file: /maps/8 - Badlands_v4.v0001/8 - Badlands_v4_save.lua
info: Loading script file: /maps/8 - Badlands_v4.v0001/8 - Badlands_v4_script.lua
warning: NUM PROPS = 5312
info: Initialize Armies brain nickname is wolfred
info: CreateArmy group ARMY_1
warning: Shift modifier for Hotbuild action "build factories & quantum gateway + engineers & SCUs" (A) is already bound to action "Attack - SHIFT version" (Shift-A)
warning: The Shift modifier of the Hotbuild action will not work!
warning: Alt modifier for Hotbuild action "build factories & quantum gateway + engineers & SCUs" (A) is already bound to action "Select land units on screen" (Alt-A)
warning: The Alt modifier of the Hotbuild action will not work!
warning: Shift modifier for Hotbuild action "build static AA + air staging + mobile AA & flaks + air fighters + aircrafts carriers / cruisers / attack boat" (C) is already bound to action "Capture - SHIFT version" (Shift-C)
warning: The Shift modifier of the Hotbuild action will not work!
warning: Alt modifier for Hotbuild action "build static AA + air staging + mobile AA & flaks + air fighters + aircrafts carriers / cruisers / attack boat" (C) is already bound to action "Select all Battleships" (Alt-C)
warning: The Alt modifier of the Hotbuild action will not work!
warning: Alt modifier for Hotbuild action "build shields + mobiles Shields & shield disruptors + shield boat" (E) is already bound to action "Select all Air Fighters" (Alt-E)
warning: The Alt modifier of the Hotbuild action will not work!
warning: Shift modifier for Hotbuild action "build power generators / storage + snipers & Loyalist / titan & gattling / rocket bots & LABs + gunships" (D) is already bound to action "Dive - SHIFT version" (Shift-D)
warning: The Shift modifier of the Hotbuild action will not work!
warning: Alt modifier for Hotbuild action "build power generators / storage + snipers & Loyalist / titan & gattling / rocket bots & LABs + gunships" (D) is already bound to action "Select all Land Indirect-Fire units" (Alt-D)
warning: The Alt modifier of the Hotbuild action will not work!
warning: Alt modifier for Hotbuild action "cycle user templates & build T2 Hover Tanks + T2 Gunships + T2 Cruisers" (G) is already bound to action "Select Defense Units On Screen" (Alt-G)
warning: The Alt modifier of the Hotbuild action will not work!
warning: Alt modifier for Hotbuild action "build mass extractors / fabricators + tanks + bombers + frigates / destroyers / battlecruisers / battleships" (S) is already bound to action "Select all Land Direct-Fire units" (Alt-S)
warning: The Alt modifier of the Hotbuild action will not work!
warning: Shift modifier for Hotbuild action "build radars (+ perimeter & eye of Rhianne) + land scouts + air scouts" (R) is already bound to action "Repair - SHIFT version" (Shift-R)
warning: The Shift modifier of the Hotbuild action will not work!
warning: Alt modifier for Hotbuild action "build radars (+ perimeter & eye of Rhianne) + land scouts + air scouts" (R) is already bound to action "Select all Gunships" (Alt-R)
warning: The Alt modifier of the Hotbuild action will not work!
warning: Alt modifier for Hotbuild action "build tactical missiles defense & strategic missile defense" (V) is already bound to action "Cycle through unit types in selection (Land, Sea, Air)" (Alt-V)
warning: The Alt modifier of the Hotbuild action will not work!
warning: Shift modifier for Hotbuild action "build static artilleries + mobile artilleries" (F) is already bound to action "Ferry - SHIFT version" (Shift-F)
warning: The Shift modifier of the Hotbuild action will not work!
warning: Alt modifier for Hotbuild action "build point defenses & walls + structure upgrades" (X) is already bound to action "Select all anti-Navy Submarines" (Alt-X)
warning: The Alt modifier of the Hotbuild action will not work!
warning: Alt modifier for Hotbuild action "build TML & SML + mobile missile launchers + nuke subs / battleship & missile ship & sera / uef cruisers" (T) is already bound to action "Select only transports" (Alt-T)
warning: The Alt modifier of the Hotbuild action will not work!
debug: Preloading 1418 batch textures
debug: Preloading 0 d3d textures
debug: Preloading 0 models
debug: Preloading 0 animations
info: creating high fidelity terrain
info: creating high fidelity water
info: creating high fidelity terrain
info: creating high fidelity water
debug: Context based templates: Found template: AppendPowerGeneratorsToTML with name Power generators
debug: Context based templates: Found template: AppendT3FabricatorWithStorages with name Storages
debug: Context based templates: Found template: TorpedoDefense with name Torpedo defense
debug: Context based templates: Found template: T3ExtractorWithStorages with name Extractor and storages
debug: Context based templates: Found template: AppendPowerGeneratorsToSalvation with name Power generators
debug: Context based templates: Found template: AppendWallsToPointDefense with name Walls
debug: Context based templates: Found template: AppendOpticsWithPower with name Power generators
debug: Context based templates: Found template: AppendAirGrid with name Air grid
debug: Context based templates: Found template: AppendPowerGeneratorsToEnergyStorage with name Power generators
debug: Context based templates: Found template: AppendExtractorWithFabs with name Storages and fabricators
debug: Context based templates: Found template: AppendPowerGeneratorsToT3Artillery with name Power generators
debug: Context based templates: Found template: AppendRadarWithPower with name Power generators
debug: Context based templates: Found template: AppendPowerGeneratorsToT2Artillery with name Power generators
debug: Context based templates: Found template: T1Hydrocarbon with name Hydrocarbon
debug: Context based templates: Found template: T3ExtractorWithStoragesAndFabs with name Extractor, storages and fabricators
debug: Context based templates: Found template: AppendT3ArtilleryWithPower with name Power generators
debug: Context based templates: Found template: PointDefense with name Point defense
debug: Context based templates: Found template: AppendT2ArtilleryWithPower with name Power generators
debug: Context based templates: Found template: AirDefenseLand with name Anti-air defense
debug: Context based templates: Found template: AppendExtractorWithStorages with name Storages
debug: Context based templates: Found template: T3Extractor with name Extractor
debug: Context based templates: Found template: AirDefenseWater with name Anti-air defense
debug: Context based templates: Found template: AppendSalvationWithPower with name Power generators
debug: Context based templates: Found 23 templates
info: /savereplay
warning: GetResource: Invalid name ""
info: Can't find texture "" -- trying fallback.
warning: GetResource: Invalid name ""
info: Can't find texture "" -- trying fallback.
warning: GetResource: Invalid name ""
info: Can't find texture "" -- trying fallback.
warning: GetResource: Invalid name ""
info: Can't find texture "" -- trying fallback.
warning: GetResource: Invalid name ""
info: Can't find texture "" -- trying fallback.
info: Exe GitSHA: 63718d16151cd7b2e3232ddc865879a4ecba292d
debug: Session time: 00:00:17 Game time: 00:00:00 Heap: 256.0M / 222.4M
info: Exe GitSHA: 63718d16151cd7b2e3232ddc865879a4ecba292d
info: Exe GitSHA: 63718d16151cd7b2e3232ddc865879a4ecba292d
info: Exe GitSHA: 63718d16151cd7b2e3232ddc865879a4ecba292d
info: Exe GitSHA: 63718d16151cd7b2e3232ddc865879a4ecba292d
info: Exe GitSHA: 63718d16151cd7b2e3232ddc865879a4ecba292d
info: Exe GitSHA: 63718d16151cd7b2e3232ddc865879a4ecba292d
info: Exe GitSHA: 63718d16151cd7b2e3232ddc865879a4ecba292d
info: Exe GitSHA: 63718d16151cd7b2e3232ddc865879a4ecba292d
debug: Session time: 00:00:28 Game time: 00:00:09 Heap: 256.0M / 230.8M
debug: Time to process CheatSpawnUnit from 0: 1.000000 -
RE: Creating new Hotkeys / Shortcuts error
@indexlibrorum Im creating new hotkeys that are not actually in the F1 menu.
As you can see i created hotkeys to select my Shield mobile units on screen, antoher one to select AA land units on screen, etc. And they work fine but the the game crashes when i press my newly created hotkesy for the 8th or 7th time.
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Creating new Hotkeys / Shortcuts error
Hi everyone,
I’m currently creating new shortcuts/hotkeys by modifying the Game.prefs file located at \AppData\Local\Gas Powered Games\Supreme Commander Forged Alliance. The changes work perfectly, but after pressing the shortcuts around the 7th or 8th time, the game crashes. Has anyone encountered this issue or know what might be causing it?
UserKeyActions = { ['Select Nearest Air Scout'] = { order = 1, action = 'UI_SelectByCategory +nearest + AIR INTELLIGENCE', category = 'Custom Keys' }, ['Select Artillery Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview + ARTILLERY', category = 'Custom Keys' }, ['Select Direct Fire Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview + DIRECTFIRE', category = 'Custom Keys' }, ['Select Indirect Fire Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview + INDIRECTFIRE', category = 'Custom Keys' }, ['Select Antiair Fire Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview + ANTIAIR', category = 'Custom Keys' }, ['Select Defense Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview + DEFENSE', category = 'Custom Keys' }, ['Select Shield Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview + SHIELD', category = 'Custom Keys' }, }
Thanks in advance!
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RE: This looks a little off - I whant to say something that too many people have already said
@thomashiatt you are a professional translator. Thanks bro.
I've revised my first message to ensure it's clearer for everyone. I hope this version is more understandable and effectively conveys my thoughts.
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This looks a little off - I whant to say something that too many people have already said
Hey everyone,
I'm feeling a bit concerned about the state of the FAF community lately. Take a look at the matchmaker queue—it seems a bit off most of the time.
I understand that time zone differences contribute to the occasional emptiness in the matchmaker queue (which seems to be happening most of the time).
However, I strongly feel that there's more to it than just that. Many of us share a frustration with bureaucracy and anything that impedes the game's development using the source code. This obstacle is disheartening for both the community and the game's progress.
I really think that is what causes the development of FAF being more complex and in the end it ends up affecting the community.
Additionally, I believe there's significant room for improvement in the game lobby. Enhancements could foster a sense of community, encourage user interaction, and ultimately make the platform more engaging and welcoming.
For instance, I find the matchmaker GUI rather perplexing and intricate, which could be off-putting for newcomers. The "play" button seems somewhat obscured, rather than being prominently displayed at the center of attention in the game lobby. Additionally, there's a lack of straightforward ways for users to interact with each other within the lobby, hindering the ability to exchange messages and foster a sense of community.
Or maybe there are other factors that I'm not aware of, because this game is simply wonderful.
Is there a way we can contribute to the game's development or improve the lobby system? Let's brainstorm together.
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RE: Let's make formations great again - Formation Movements Speed Bonus
@arma473 yeah, right now the formations are only used by people who want to look good, And this is because currently formations are a disadvantage thanks to their slowness, but if all units in a formation are given a speed bonus then people will no longer will use them as a purely aesthetic whim, but now they can be used to advance fluidly in conjunction with your shields, making them useful again.
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Let's make formations great again - Formation Movements Speed Bonus
Hi guys, Formations have been neglected for a long time, no one uses them, because they are extremely slow, taking away any advantage, and on the contrary, making them disadvantageous, therefore this function has been deprecated for a long time.
PROPOSAL:
How about giving formations a 20% or 15% movement speed bonus? -
RE: Can we please disable queue timeouts until the connection issues are fixed?
I have the same issue bro, i can even play any other online game perfectly fine, FAF is the only one causing issues
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You have caused a matchmaking connection failure 3 time(s)
This has never happend to me before.
i can play custom mathces but not matchmaking
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Select/Add iddle engineers hotkey is not working as expected
When i press the Select/Add iddle engineers hotkey with an Air Transport previously selected it deselects the transport and just select the engineers. I need a fast way to select mi transport and then add some enginers to the selection to fast transport them, but this hotkey is not working as expected.
In this video u can chekc what im trying to do:
8890297a-3fb9-4916-8ae7-86df8cf18418-ForgedAlliance_vQBTLmWTXD.zip -
RE: Who wins the Infinity war? Wich one is the canon / true ending of Supreme commander first campaign?
@mazornoob said in Who wins the Infinity war? Wich one is the canon / true ending of Supreme commander first campaign?:
FA's timeline from the intro video specifies that Burke "disappears" X days or months AFTER the Seraphim come, implying she was still a regular human after vanilla campaign. Also remember that the Seraphim start the war by carpet nuking Earth, so Black Sun being destroyed is irrelevant.
Yea, she dissapears because she get hit by the Black Sun beam, and black sun gets distroyed.
You are wrong, the intro didnt say that princess Burke disappears after Seraphym came, the intro says:
- "Princes Rhianne Burke, who was taken the first step towards ascension (being struck by black sun beam) vanishes. Her fate is unknown.
- "Princes Rhianne Burke, who was taken the first step towards ascension (being struck by black sun beam) vanishes. Her fate is unknown.
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Who wins the Infinity war? Wich one is the canon / true ending of Supreme commander first campaign?
I believe it is the Aeon ending Because:
The Aeon ending is the true one, because the Black Sun was indeed fired, even though Burke stood in the way of the beam. The energy of the beam was necessary for the Seraphim to cross the galaxy, and even though Burke intervened and no planets were destroyed by the beam, the Black Sun was "FIRED" (thats the important) towards Burke and it was destroyed. We see this in the final mission of Forged Alliance, in the following dialogue:
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Fletcher wants to fire the Black Sun out of paranoia, saying "You sold us out Hall. Allied us with monsters and freaks. Once I get my hands on the Black Sun, I'll be able to REBUILT it and end this once and for all."
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To which Hall responds, "What the hell are you talking about? The Black Sun is DESTROYED. The Aeon and Cybran are our allies.
So yes, the Aeon ending is the true one, but anyone who says that Burke's consciousness merged with all of humanity after receiving the blow of the beam is mistaken. The reality is that after she was struck by the Black Sun's beam, she became one with the quantum realm (There is no exact definition for what this means, but she mentions that now her vision is perfectly clear, nothing scapes her sight, ), but her consciousness was not transmitted to all creatures. Therefore, the alliance between all factions is achieved.
Burke says,
- "Black Suns make me one with the quantum realm. For the first time, my vision is perfectly clear, I see everything, nothing escapes my sight" (at the beginning of the Supreme Commander campaign, we can see her saying that something obstructs her vision, so she achieved a step towards something greater).
- "I am truly one with the Way" (she became one with her doctrine, she embodied the doctrine itself, she did not expand her consciousness to all creatures, but rather, she embodied the doctrine as a "God").
- "Humanity (only humanity, not the Seraphim) has been pulled back from the edge. The future is free from war, conflict, and tyranny.
- My path now lies elsewhere. I must explore what I have become" (she still doesn't understand what she has become and the extent and repercussions of this).
- "You are my champion, you will care for those I leave behind."
This is the true ending, a peace between factions, between humans. All three factions, Cybran, UEF, and Aeon, are humans. Aeon are humans taken from the Seraphim to show them the "Way", . Cybran are also humans with mechanical parts, but they are humans. Now that there is peace between them and "no war between them," they must fight an external threat. THIS IS WHY THIS IS THE TRUE ENDING.
Remember that the seraphym were recruiting species from around the galaxy to show them the way and cleanse the universe of all species that opposed them, just like Marxon did. And the Aeon are the individuals of the human species recruited by the Seraphym. But Princess Burke had another "path" another "inspiration" she reached a step further in enlightenment, she preached a different doctrine than the one the Seraphym taught them, a different one than the one Marxon preached.
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Cybran ending: Quantum Gates still works, so Cybran ending cant be.
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UEF ending: Balck Sun were not destroyed, and core planets werent destroyed by black sun beam, so UEF ending cant be.
BONUS: i recomend you to read the princess Burke dialogue at the end of Supreme Commander 1 campaign, it is sublime. About the symbols, ther meaning, and the freedom.
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