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Search results 1-15 of 15.
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as there have been various problems with the mod over the past 3 weeks (mainly with activation and singleplayer) i want to release a few fixes this weekend on the multiplayer side we made some very good progress so we can say that the server is running even more stable than CF1.82 after 3 weeks of testing and fixing(just for reference: it took us almost 6 weeks to get CF1.8 running stable online so we are actually good on time ^^) ok since the ticketsystem of the the SWAT website is new we have…
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the problem with the logs is known since the early beta tests and will not be fixed...at least not atmthe mission structure simply does not allow it yet crashes... the one with the cutscene and orillion was very likely just bad luck as nothing is triggered there while the scene is running and the scene itself can not cause such a crash2nd crash... well yeah... i could not know that somebody would try that... if i would predict every eventuality i have to add +1000 security triggersbut ok this o…
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Q: is the chatter (NPC hailing) working on the server atm? I forgot to mention that in order to make the fixes above work (bug in menton or the bug with the coalition) you have to load a mission save the autosaves should still be worthlessand that brings me to the next problem... the carrier crashi took at look at the autosaves from that mission and they are a total messtons of info from earlier missions and even from missions after that point that should not be stored in theredunno why it happ…
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Strike Carrier prob:it is weird... I did some pretty detailed tests on that mission and the created autosaves the autosave that i received for tests crashes during that mission... so far so goodI have let my game create a new autosave from that mission .... that one does not crash taking a closer look at both files reveiled that the bad autosave (the one that does crash) for that mission contains 18 sections data more than my savegameremoving these 18 sections (from the previously bad autosave)…