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Potential bugs (Games : Homeworld 2 : Mods : A Homeworld Universe Mod : Forum : Bug Reports : Potential bugs) Locked
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Dec 6 2012 Anchor

Report any bugs or problems that come up with the mod so as i can hunt them down and correct it.

Dec 22 2012 Anchor

Hey Levi, u read my post about getting stuck in mission 3. I will provide info about my system. I don't know if it will give u any ideas. However, its clear to me the huge amount of work and time u must have put into the making of HWU and the least i can do is provide some info maby for future reference ?

OS : Win 7 Ultimate 64 bit.

Motherboard: Asus P5QD Turbo
CPU : Intel Core2 Duo E7600
Ram : 2x2gb Kingston HyperX DDR2, 1066mhz
Graphics : His DIgital Ati Radeon HD 5770, 1gb

All drivers is updated with original drivers from intel, amd and asus. I don't use driver agents or what u call it as a lot of them contains virus or malware.

The game itself is v1.1 and im using a cracked HW2.exe (to preserve my original HW2 cd)

While testing HWU (did 2 tests with exact same result - stuck in mission 3) i didn't use other mods. Game was launched with Razor Game Booster.

I don't overclock my hardware even though i can, all games runs smooth without and my pc has a long life - span. If u want more detailed info then i can probably provide a full sys-report.

Dec 23 2012 Anchor

Ill have to see for myself, never had issue with the campaign itself with HWU.

I ran into a similar issue as you but once i killed all the probes then the probes detected, destroy the probes etc got taken care of, V carrier attacked my ru op killed it, then the frigates came, now you must not kill them before they can try to board the shipyard so tactical command will say shipyard is being boarded etc thats when the other 3 carriers jump in.

Dec 23 2012 Anchor

My usual order in mission 3:
1) Mining at closest ru's
2) Kill the first attackers at repair station
3) Don't repair station (it repairs itself)
4) Kill probe at station
5) Kill probe at Pride of Higara
6) Mine ru's close to station
7) Kill V-carrier at mining op
8) Kill probe at mining op
9) Dock all ships at station for repairs, and set all ships to guard station
10) Move carrier behind ru's and build 2 flack-fregates
11) Build 1 Mobile refinery and move collecters and refinery to mining op and mine
12) Kill all attackers using 10 interceptors, 12 pulsar gunships and 2 flack fregates.
13) Kill the 3 V-carriers using 4 bombers (2 regular and 2 elite bombers (with ur mod that would be 4 elite bombers))
But as i said, The V-marines doesn't show. nothing happens. So i get stuck at point 11)

I can try a different approach if what im doing somehow "triggers" this glitch. ?

Just found out that using -h 1280 -w 720 with HW2.exe shortcut causes the AdvancedMod to not be loaded.
However if i remove this switch and change it manually in PLAYERCFG.LUA then there is no problem.
I will try this with HWU and see if there's any change.

I know im a newbie here and i only write this to provide info so that people like u and other modders might benefit from my findings.
I did a lot of testing and my conclusion is the problem is the decompiling of M03_Staging.lua. Similar problems also occur when decompiling other Leveldata lua files. What happens exactly ? : CFLuaDC.exe decompiles and reearranges the data and mis-interpretates some of the data.
This causes my game to instantly crash. LuaDC.exe simply misses some data wich CFLuaDC actually manages to get right.
However they both get some critical data wrong so at the end some users like my self will get stuck in the campaign.
My last attempt to "fix" it was to download DataZip_080322.exe to see (and hope) that the decompiled data was better.
And it is. But there are still some of the data missing just like when decompiling with LuaDC.exe.
Some of them is :

function Rule_ShipyardDisableCommands()
for j = 1, 7, 1 do
SobGroup_AbilityActivate("Shipyard", abilityList[j], 0)
end
Rule_Remove("Rule_ShipyardDisableCommands")
end

The missing data :

local abilityList={AB_Move,
AB_Attack,
AB_Guard,
AB_Stop,
AB_Hyperspace,
AB_Retire,
AB_Scuttle,
AB_Builder,
AB_Dock}

So it should look like :

function Rule_ShipyardDisableCommands()
local abilityList={AB_Move,
AB_Attack,
AB_Guard,
AB_Stop,
AB_Hyperspace,
AB_Retire,
AB_Scuttle,
AB_Builder,
AB_Dock}
for j = 1, 7, 1 do
SobGroup_AbilityActivate("Shipyard", abilityList[j], 0)
end
Rule_Remove("Rule_ShipyardDisableCommands")
end

I hope this is proof enough that there is problems within the decompiling of lua files and i hope that modders wil benefit or draw reference from datazip.exe but still check for errors to make the campaign work.

Im going through all the missions to find and correct the errors. If u want i can post them all. My own objective is something as elementary as to open build and research options on earlier stages of the game and increase the number of units. Ive incorporated Interceptors and Pulsar corvettes from Extended mod lol.
Anyway i like playing campaigns in most games including hw2 wich is the most beatiful strategy game i've ever played.

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