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Picture of Jozor23
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The map error message is the same as the one i post'd befor about wanting it to be extracted and such even tho it is manualy.. does it add some code to any files when it does extract them or do something that i am not doing when i manualy extract them that i need to replicate?


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Posts: 305 | Registered: Wed July 26 2006Reply With QuoteEdit or Delete MessageReport This Post
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Hmm, THAT should not be happening... I will work on fixing it tonight Smash
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Jozor23
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bow thanks bow


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Posts: 305 | Registered: Wed July 26 2006Reply With QuoteEdit or Delete MessageReport This Post
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Jozor23: the beta version in this thread my solve your problem if you want to try it:

Beta 1.2
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Jozor23
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-.-'
quote:
Unhandled exception has occurred in a component in your application.
If you click Continue, the application will ignore this error and attempt to continue.

Could not load file or aseembly 'vjslib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specificed.

quote:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'vjslib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified.
File name: 'vjslib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
at Campaign.FileHandlerPak.ExtractAllMaps(String pakfilename, String outputfolder)
at Campaign.frmSettings.btnExtractAllMaps_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Campaign
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Ubisoft/Faces%20of%20War/Mods/Campaign/Campaign.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Got that when i extracted the maps


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Posts: 305 | Registered: Wed July 26 2006Reply With QuoteEdit or Delete MessageReport This Post
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Jozor23: Sorry - I should have specified which problem Smile

I can't do anything about the map extraction - you need J# redist installed for that to work. You'll still have to extract them manually if you can't get J# redist to install properly.

However, I am hoping my fixes will allow you to advance maps when you are playing.
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Jozor23
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Ive got J# redist installed all fine and mighty, its x64.. not x86 tho.. may that be a problem -.-'?

And nope still stuck on the same map.. over and over and over that same map.. and one thing.. why do my units seem to spawn off the map? sometimes so far off they cant run on to the map.. and same for the enemies.. meaning with your DCG i barly get to fight a ai -.-' is this because the maps have diffrent spawning sizes that it loads even tho it dosent load the dam maps -.-'?


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Posts: 305 | Registered: Wed July 26 2006Reply With QuoteEdit or Delete MessageReport This Post
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yes, the original FoW maps all have very different boundary coordinates, unlike the ones we make in the editor. You've got me stumped on this; I'll do some googling and see if I can figure out why 64bit would be different...
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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Jozor23: I found the solution! I uploaded a new beta version with the fix for 64-bit Windows. You should even be able to use extract all maps now.

DCG beta 2

Let me know if that solves the problem (or doesn't).
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Jozor23
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Yes it solves the problem!!! bow Clap Agree Thumbs Up Metal Twisted Mean Happy Smile
Big Grin everything seems to be finaly going 64bit compatability ^^ (old modem yesterday found out has new 64bit drivers so i can host once more -no firewall)
So Ty Ty Ty Ty Ty Ty Ty!!!!! <3 your mod Big Grin


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Posts: 305 | Registered: Wed July 26 2006Reply With QuoteEdit or Delete MessageReport This Post
Picture of Jozor23
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oh and could you maybe allow for more squads or something cause i end up having 3-5squads max Frown


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Posts: 305 | Registered: Wed July 26 2006Reply With QuoteEdit or Delete MessageReport This Post
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What is the difference between DCGBeta1 and DCGBeta2? Is it only 64bit compatibility?
 
Posts: 92 | Registered: Tue January 02 2007Reply With QuoteEdit or Delete MessageReport This Post
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There are also a couple minor changes, like I made the amount of points lost when you do not complete a mission randomized (which means it will be less -- making the game easier).
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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Hey Jason
So the next version is the latest and greatest, and quite a bit of fun.
However, a couple of things:
Sometime squads with enemy weapons spawn without them, empty handed
Your troops still begin the battle charging like lemmings at the enemy
Redefine the spawn zones so as that vehicals stop spawning in buildings and water, and infantry in areas they cannot exit
When there are multiple objectives, sometimes the only way you can get a victory is to kill all of the enemy, as it doesn't seem to recognize location control
Halftracks and Trucks spawn empty, at least for me, with only their crew and no occupants
Losing a battle should generate more points then winning, to get you back on your feet.
And finally, being able to dictate what the enemy gets also would be quite nice, sort of like the scenario generator in close combat

Good work, dude

Jayne


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Hmmm... it seems vehical retention is somewhat bugged
Sometimes empty vehicals stay in your inventory. They don't appear in the next battle, but they do take up a slot

And sometimes, you lose all your vehicals for no reason


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Are ur squads COMPLETLY random? CUz i had to fight a tank and about 40 ppl with a sniper and a cannon (the AP shells had no effect on the tank)
 
Posts: 34 | Registered: Thu December 28 2006Reply With QuoteEdit or Delete MessageReport This Post
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I have no idea what ghst is on, you order your units from the selection screen
@Jason: It seems the majority of the glitchs occur when retiring stuff... I just end up killing anybody/vehical I don't want at the end of the battle


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Yeah, there are plenty of little problems, but as long as the purchase screen is popping up automatically for most everyone, I'm thrilled (that was the part that I really wanted to test)!

Interestingly, the official expansion may let you buy new units during the battle...

I'm really interested in the victory conditions problem (I get it sometimes, too) -- you say you only get it when there are multiple objectives?
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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Correct. When there is only 1 objective, it works 100% of the time. Otherwise, it gets iffy.


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Hi,

I'm getting the error when I try to extract the maps too. I have no idea what "J# redist" means. What is it? Where can I get it? Where should I install it once I do find it?

Also, what does "extract the maps manually" mean? Extract them from where? When I downloaded the mod there were no maps in it compressed or otherwise, so I don't know what you mean by extract them manually.

When I try to start the cmapaign anyway, I select to play the camp as Germans vs Russians and I get German soldiers on the shores of Normandy with no enemies...

I'm sure I'd love this mod and the campaign if only I could get it to work.

Faelas
 
Posts: 124 | Registered: Sat June 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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