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And in general, thanks for the mod.
i could make a mod that disables it temporarely. however i think i know what the problem is now. since i fixed all other X and XX models this means i have to only fix the emplacements now.
https://steamcommunity.com/sharedfiles/filedetails/?id=3615571708
Yeah i know. i thought i fixed it yesterday so today im going to test the coop on my own log the entities my save file has and then logging what entity crashes the game after the end of the coop.
The problem is the game tells what entity ID crashes but not what entity specifically.
Normally the game tells it exactly and the biggest problem is that this does not happen in singleplayer conquest as well. specifically on multiplayer.
Ie i will eat first then i will load up coop conquest on my own and when it crashes after the battle i will tell what unit it is here and fix it and patch the mod.
So the reason why it crashed was that i reworked the factionlist and it should be back to normal so just verify the files or etc.
I would have to see how the code for vanilla airstrikes works and merge it with West81 since it does airstrikes differently.
Yeah seems nothing has broken yet i think. thankfully.
Block terminator expected! (eSDLReader.cpp:614) @ [main_loop]
>>>>>>> gui.cmd.exec_all
>>>>>> gui.cmd.exec(page_show)
>>>>> gui:cmd:exec_show(page_dynamic_campaign)
>>>> gui:pm:show
gui:pm:activate(page_dynamic_campaign)
>> file ""
file "/set/dynamic_campaign/values.set"
70: /«/;"nat isr" "isr nat"
71: "sov prc" "prc sov"
72: "sov sov" "sov sov"
73: "sov pol" "pol sov"
74: "prc pol" "pol prc"
Yeah im aware of it and have fixed it on my local build already. im basically doing final fixes for the new patch. should be done in 1-3 hours max,
Log -
Program will be terminated
APP ERROR - File not found
resource/entity/_vehicle/ussr/tank_light/valentine2/valentine
2.mdl
(C:\WORK\PROJECT_2\gch\GEMS\source_work\vc\G Repository
cpp\374)
RIP=7fe314ae804a [main loop]
RAX=00000000 RBX=961c6cf0
RCX=00000000 RDX=00000000
RSI=0bada0001 RDI=0bada0001
RSP=0c26c6d0 RBP=00000000
> gui::cmd::exec::all
> gui::cmd::exec::generic()
> gui::cmd::exec::generic()
> entity::raw
> entity::raw
//file
//entity/vehicle/ussr/tank_light/valentine2/valentine2.def
6. {
7. extension("valentine2.mdl")
8. include("valentine2.ext")
9. PartId("valentine2")
10. collider("tank_light")
11. target_class("tank_light")
12. }
----
mod use
1.Hotmod
2.West81
3.Ultrahotmod
4.wave 01 id=3562631215
5.Projectile Sound id=3540580405
6.PBR id=3548575715
7.Better GoH id=3541253287
Support Launcher id=3410344592
Yeah the problem is that all those files have to be manually created and coded so it means the MDL files have to be edited and some things taken out of them and etc and that has to be done to every entity not having them.
This was not a problem before persistence since game did not save them on the map but now it does.
Im aware of both the bugs. the flagcapturing one i do not know. but i know the end coopcrash is cause of the mod missing X and XX models for some entities, i would have to add all of them for every vehicle.
So either i disable persistence or make X and XX models for them. Since the bug does not affect singleplayer i have not fixed it since its tons of work and even if its priority im about 50% done on that.
The flagcapturing is potentially a conquest script or map script issue. but im not entirely sure what causes it. it does not happen on singleplayer but only on multiplayer so its probably multiplayer script related.
Currently way too busy to add it. maybe later. i will just finish an update this week and keep a 2-4 week break again.
On conquest and skirmish, either nuclear artilleryshells, ballistic missiles. or airstrikes in conquest.
USA and Soviets have them.
Yeah i have fixed this and so on.
There is no way to disable nuclear weapons or NBC you have to make a submod yourself. AI does not really use them however so they are not that common.
No but you can probably use some soviet tanks for it that have skins for it. some of the infantry and units exist but i have not written the conquest tree and research tree.
I have fixed it on the current testbuild i have on my end. probably released by this friday.
Could you add new tanks to NATO, for example Kamfpanzer 50 t?
I have been thinking of rebalancing the research point cost but locking down the player to research more before getting to 1960 and 1975 for soviets for example.
I could adjust the NATO tree units to be cheaper but mean that to progress you need to research all trees of the era first.
USA tree would be need to be reorganised anyways at somepoint.
T-64M?
There is T-64BM and so on.
So i know what it is. i changed the names of ATGM's for vehicles since they have different HEAT Pen than other ones but it seems the game is rather specific about the naming of said ATGM's or they wont track properly.
I will fix this by the end of the betapatch ie i know how to fix it since i have fixed it 2 times now and broke it 2 times. :DDDD
Before both of you play you need to verify your gamefiles, it does it twice first main game and then workshop. In order to avoid desyncs its best to always verify the gamefiles each time you want to play before you start playing.
Translated using an online translator
There is no official compability. so yeah it might work but i have no idea does it work correctly so as a result bugs reported using those cant be verified and i wont fix them unless they are also happening with officially compatible mods.
I know for a fact that none of the mods i outlined are fully compatible. since i have no compability patch for any of them.
None of these are compatible
Better GoH - Environment Visibility - 1.055.0
Tank Projectile Sound Overhaul
Karlsson's Removable .50cals
Mount Everything
Cheat
Panzer Connect Fixed
Tow and Haul
Hotmod 1968 v0.3g
West-81
Ultrahotmod
UltrahotmodExtreme
Better GoH - Environment Visibility - 1.055.0
Tank Projectile Sound Overhaul
Karlsson's Removable .50cals
Mount Everything
Cheat
Panzer Connect Fixed
Tow and Haul
It shows up at the start, not when trying to tow something.
Firstly, the french 155mm AMX-13-F3 and
secondly, the 105mm american HMC M7B1
I tried it with both the M416 american and german versions.
both gave a dcg side 01 error.