Nuclear weapons and patch 110 (Full Version)

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grab -> Nuclear weapons and patch 110 (3/17/2006 11:42:27 AM)

Hi,

Ive tried using a nuclear strike in scenario Soviet Main Force Attack (v1.1). Having identifed the target area and clicked on Proceed a Unit Way Point Inspector box opens. If I then click on proceed in the Unit Way Poit Inspector box the game goes into what seems like an endless loop with the Unit Way Point Inspector box.

Gary




CapnDarwin -> RE: Nuclear weapons and patch 110 (3/21/2006 3:03:29 AM)

Gary,

Two things.

1. Which side were you playing?

2. Is there a FPG_report.txt file in the main folder? If so can you post it?

I'll try to run a test on that as soon as I can on my end.

Thanks for the heads-up.




grab -> RE: Nuclear weapons and patch 110 (3/21/2006 10:32:07 AM)

Capn D

I'm playing the Nato commander. The problem seems to be with hitting the Proceed button in the Unit Way Point Inspector. If I hit the Cancel button the game continues to run and the Strike will go ahead as targeted. There is not a FPG_report file.




CapnDarwin -> RE: Nuclear weapons and patch 110 (3/21/2006 2:01:12 PM)

Gary,

Thanks for the info. Something is amiss if the waypoint editor pops up when ordering a Nuke strike. I'll look over the code tonight to see what is happening.




IronManBeta -> RE: Nuclear weapons and patch 110 (3/22/2006 3:51:45 AM)

OK, we found the bug and fixed it. I'm not quite sure how soon the update will come out but I doubt it will be long. I'd just like to catch one or two other things first.

Cheers, Rob.




Viper6 -> RE: Nuclear weapons and patch 110 (3/22/2006 4:39:18 AM)

Well, that's one way to find out that no one on the test team ever uses nukes ... oops [sm=rolleyes.gif]





CapnDarwin -> RE: Nuclear weapons and patch 110 (3/22/2006 4:53:38 AM)

I hate it when that happens. I played with them a bit months back but not in the game. I was focused on combat results and never used them other then that. Live and learn. [:D]




IronManBeta -> RE: Nuclear weapons and patch 110 (3/22/2006 4:59:53 AM)

I feel particularly mortified because I *like* to use nukes. Not that it helps me win, it just helps me feel better when the debugging is getting tough.

I suspect it was a change I made at a late stage in the process and forget to test thoroughly. How can something that simple go wrong? Ha....

Apologetically, Rob.




carinhall -> RE: Nuclear weapons and patch 110 (5/10/2006 9:11:07 AM)

When appears Patch for Nuclear Weapon?




CapnDarwin -> RE: Nuclear weapons and patch 110 (5/10/2006 2:13:31 PM)

carinhall,

Due to a glitch with our beta-tester FTP site, there was a delay in getting it out for testing. I will check with Rob tonight and see were we stand. We should be able to get it in the loop for release pretty quick now.




carinhall -> RE: Nuclear weapons and patch 110 (5/10/2006 2:26:11 PM)

Good news.

Thanks carinhall




carinhall -> RE: Nuclear weapons and patch 110 (5/11/2006 8:38:10 PM)

Patch please now




CapnDarwin -> RE: Nuclear weapons and patch 110 (5/11/2006 9:14:45 PM)

carinhall,

If you need to nuke someone, when the waypoint editor pops up hit cancel. The nuke should work from there. I'm in the code as we speak fixing one other item. I should be able to ship the code back to Rob for an offical compile. From there we just need to work with the folks at Matrix to get it posted. Probably this weekend if all goes well.




carinhall -> RE: Nuclear weapons and patch 110 (5/12/2006 2:43:07 PM)

that is very good [:)]




carinhall -> RE: Nuclear weapons and patch 110 (5/19/2006 9:13:52 PM)

Patch this weekend ???[&o][&o][&o]




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