CFS2 Perma-stickied help / problem / tweaking thread

Reply...

MaskRider,

I was able to confirm that it is both factory buildings.
 
Hiya Rami,

LOL! I have no idea how that got fixed.

Somebody, not I, made some sort of change, I believe (but won't swear), to the wf_smal_factory_1.dp file and that fixed it.

But search as I may through the forums, through my back-ups and old emails backups and PMs I can find nothing that describes the process by which the issue got fixed.

I remember that it was something that I discovered and posted about in the cfs2 forum.

As I said, some one, not I, came up with the fix.

On any number of random occasions in the past I have stumbled across the annotated images I attached to my posts about the issue. Now, naturally, when I am actually trying to find them- I can't.

I will keep digging but I think the best chance is that someone with the requisite skill-set will stumble across this thread and supply the fix.

I am sure something will shake loose.

Cheers,
Chris
 
Excuse me for butting in here guys. I just put together a little test mission with 3 of each of these factories and attacked them with bombs, rockets and cannon and in all cases I could destroy them without any issues. Observing the damage concurring, it's apparent that the effects in these two .dp's are very complex compared to other building damage effects and they go on for a long while, again comparatively.

So in an fairly isolated scenario where there is little else going on during the damage occurring, they don't cause CTDs.

That leads me to speculate that when these damage effects are called in a scenario loaded with other effects occurring, lots of objects to render, etc., the call for the damage effects in these two buildings are simply overloading the computer RAM - or perhaps the CFS2 game engine - and a CTD is the result.

Rami, you don't say how dense the scenario setup is like that these CTDs are occurring in is, but try this as an experiment. Copy the .dp's from the stock factory buildings and rename them as the Wolfi factory building .dp's and temporarily replace Wolfi's with the renamed .dps. Then run your test missions again and see if CTDs still occur.
 
Excuse me for butting in here guys. I just put together a little test mission with 3 of each of these factories and attacked them with bombs, rockets and cannon and in all cases I could destroy them without any issues. Observing the damage concurring, it's apparent that the effects in these two .dp's are very complex compared to other building damage effects and they go on for a long while, again comparatively.

So in an fairly isolated scenario where there is little else going on during the damage occurring, they don't cause CTDs.

That leads me to speculate that when these damage effects are called in a scenario loaded with other effects occurring, lots of objects to render, etc., the call for the damage effects in these two buildings are simply overloading the computer RAM - or perhaps the CFS2 game engine - and a CTD is the result.

Rami, you don't say how dense the scenario setup is like that these CTDs are occurring in is, but try this as an experiment. Copy the .dp's from the stock factory buildings and rename them as the Wolfi factory building .dp's and temporarily replace Wolfi's with the renamed .dps. Then run your test missions again and see if CTDs still occur.

Not butting in at all. Happy for the help.

WRT to the scenery density overloading the game, yes, this is a definite possibility. However, in the two case where I was experiencing the problem: one in a location up in the hills outside the DEI Moemi and DEI Ransiki and the other at a location on Saipan, anytime wf_smal_factory_1 was shot and blew up it cause the game to crash or freeze or whatever it did. However, after the fix was applied, whatever it was, everything was Kosher- with the factory never being moved away from any of the objects among which it was located.

So, its kind of puzzler.
MR
 
Although I haven't been able to fly CFS2 for years I still visit this forum daily and download just about every CFS2 file I find interesting. In looking through my downloads I found this file, which I had renamed. In light of that rename, this might be what you're looking for Rami.
 

Attachments

  • wf_smal_factory_1 USE TO REPLACE EXISTING.zip
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Reply...

Chris and Kurt,

It would seem my CTD with Wolfi's library objects may have been the result of corrupted files on my end. I deleted the filelist.dat and .cdp files, and reinstalled the objects.

The problem has not recurred. :encouragement:
 
Aaahhh Andrew, that is good. Glad you got it fixed. And now...

"A sandwich and a cup of coffee, and then off to CFS2-land, where all is sweetness and delicacy and harmony, and there are no crashing-to-desk-top clients to vex us with their conundrums!”

Cheers,
Chris
 
Random Chance Question for Rami

Rami,

I know you use a lot of random chance elements in your missions and was hoping you could give me some insight into percentage numbers. Please bear with me, this gets complicated.

I wrote a mission in which you fly Hurricanes and meet up with Spits that are triggered to spawn when you reach waypoint 2 and named that event "spawn spits on time". I gave that an 80% chance element. Then I wrote an event called "spawn spits late" in which the Spits spawn 30 seconds late by adding a 30 second delay before they spawn and choosing the "spawn on time" event as "not". Since the "spawn spits on time" event is set for 80% true, I assumed it meant that the "spawn spits late" event would automatically happen 20% of the time. However, no matter how many times I fly the mission the Spits always spawn late.

So the Triggers look like this:

Name: Player A/C reaches waypoint 2, Trigger Parameter: player A/C, waypoint reached = +2
Name: 80% Chance, Trigger Parameter: percentage random number = 80

and the events look like this:

Name: spawn spits on time
trigger(s): Player A/C reaches waypoint 2
80% Chance

action(s): spawn unit ......

Name: spawn spits late
trigger(s): Player A/C reaches waypoint 2
spawn spits on time (event) checked"not"

action(s): delay = 30 seconds
spawn unit ......

All of this looks correct except that it wasn't until after I changed the "spawn spits on time" event to 90% true that the Spits spawn on time most of the time and less frequently spawn late.

So my question is this, if I want to spawn A/C on time most of the time but spawn late a small percentage of the time, is there percentage numbers that just don't work like 80% or 60% ? Should I stick to 25, 50, 75 and 100% ?
 
486_Col_Wolf: That is an excellent question as I often use varied percentage numbers like 33% and 67% as well as multiples of 20. I am eagerly awaiting an answer from the experts. :wiggle:
 
Reply...

486_Col_Wolf,

Hmmm...I usually don't spawn aircraft that way, but that's an interesting theory. For my part, I usually use random chance elements for two purposes...50/50 missions, (you either fly one scenario or the other) and aircraft spawns. But I don't use the technique you describe, they either show up or they don't, depending on the percentages.

For my percentages, I use quarters and thirds, but I am also quite fond of sevenths. 14, 28, 42, 57, 71, etc. In my experience any percentage should get the results you want, but CFS2 does indeed tend to run "hot and cold," so sometimes, even though there may be only a 20% scenario of something happening, it can happen five missions in a row during testing,

I've never figured that one out. :dizzy:
 
Reply...

486_Col_Wolf,

To answer your question more completely, I would have to try that scenario myself. To me, your analysis makes sense and it should work that way, however I can't confirm that without actually running a test scenario in Mission Builder. :encouragement:
 
Good evening,

At the request of several users, here is a thread for us old hands to give the youngings some advice, and for the newbies to ask the Ben-Gay crowd how do do things in CFS2 before the cobwebs set in. :biggrin-new:

So have at it! If there are any posts of threads that should be added, give me a heads up.
 
Thanks Rami. One could add that this is also about users of all ages helping to fill in knowledge gaps and asking for assistance.
 
Good evening,

At the request of several users, here is a thread for us old hands to give the youngings some advice, and for the newbies to ask the Ben-Gay crowd how do do things in CFS2 before the cobwebs set in. :biggrin-new:

So have at it! If there are any posts of threads that should be added, give me a heads up.

Old hands? You young whipper-snapper! :wavey: Yes we needed a sticky for our collective knowledge base. :applause:
 
Rami,

I use the "show up on time" and "show up late" scenarios to increase realism immersion of two squadrons meeting up in scramble conditions. After all, we're simulation 1940's technology as far as aircraft, enemy detection, and navigation. It's a wonder anyone ever met up on time in the right place LOL.
 
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