Company of Heroes: Eastern Front

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Messages - Blackbishop

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Bugs & Tech Support / Re: Cannot launch a Skirmish game
« on: October 25, 2017, 10:40:15 PM »
The log says you are playing the old version of CoH. The latest version of EF is not compatible with that unless you add the compatibility fix from our ModDB download section. You might find it very quickly.

Bugs & Tech Support / Re: KV hull MG vs Ostheer armour
« on: August 25, 2017, 07:16:40 PM »
Are you playing with the latest version? That was supposed to be fixed and released long time ago... the Panzer 3 at least, Stug III seems fine. I'll test once I get home.

Bugs & Tech Support / Re: Launching
« on: August 07, 2017, 08:51:59 PM »
You just need to install CoH New Steam Version along with EF in the same path.

Right now the achivements that require the match to finished to be earned do not work. They will be fixed later though.

Tech Support / Re: Corsix mod studio problem
« on: August 04, 2017, 10:06:39 PM »
If the mod doesn't run and the launch parameters are fine, there are problably some files using missing references in the attrib folder that cause the mod to not work. The problem would be to know which file is the problem.

General Discussion / Re: Introduction
« on: August 04, 2017, 10:02:29 PM »
Hello wolfrider66, we match the users with the donations usually by the email I think.

Bugs & Tech Support / Re: The Mod no longer starts!
« on: August 04, 2017, 09:59:46 PM »
Well, I can only think that EF isn't in the right place to work (either you uninstalled it or was installed in another directory) and that's why it no longer runs. The log would be always be overwritten so it always exists, even if you would start EF and the mod files are missing, the log would be created with minimal information inside and that's how you would know something is wrong with the start up.

Bugs & Tech Support / Re: The Mod no longer starts!
« on: July 31, 2017, 08:17:21 PM »
I'm really starting the mod like in the first weeks after it was published, but it starts no longer!
I have to say thank you for your help.
This shall be my last attempt, if it doesn't work, I'll try it it with a new PC in a few years.

The NSV, and The Great War 1918, starts and works without any problems, but EF didn't start at all.
So there isn't  a message of my attempts to start the Mod.
 Eastern Front is one of the exceptions of the firewall, so this shouldn't also be the problem.
In the warnings-editor.pdf: Is the message: "filepath failure, path does not exist" .
When I tried this at google, I got this old thread?

Could this be the reason?
I don't know what to do....
Neither that thread nor the message you quoted has something to do with your problem, unless you have a different mod other than those you listed installed. That error message from before always appears to everyone so it is a common/normal event.

Anyway, as said before, that log you posted was not from EF and was from regular CoH. You need to post the log right after you run and exit EF because the log is shared to every single coh mod and the base game itself so every time you run any of those the log is overwritten.

Bugs & Tech Support / Re: The Mod no longer starts!
« on: July 30, 2017, 09:21:56 PM »
The log says you were playing CoH NSV and that everything was fine.

Bugs & Tech Support / Re: The Mod no longer starts!
« on: July 21, 2017, 05:59:48 AM »
In the link I posted it says how to get the file.

Bugs & Tech Support / Re: The Mod no longer starts!
« on: July 20, 2017, 08:11:16 AM »
Hello @knubl,

Sorry for the delay.

You said you read the thread I suggested you but you aren't uploading the files we need to check, in this case it would be warnings.log, could you run EF like you use to do, wait for a bit and then locate and upload the file using the additional options when replying?

Also, could you double check if your firewall software or your internet security software aren't preventing EF or FEW to run? That might be the case.

lol... he is just a bot... at least he had the decence of writing his stuff in the off topic section XD.

Perhaps I'm mistaken but I think you are confusing what animations are and what function they perform in CoH, unless you made a mistake while writing your post. While a lot of things aren't possible without custom animations, CoH doesn't have only that as limit to make custom things. To rectify some thoughts:

- i would like to add a new animation for at guns where you can retreat it's crew not with the gun but like "abandon the gun kind of thing".
That doesn't need animation, it is an engine thing. You can already enable or disable your units to abandon the heavy weapon using corsix. And I'm sure the engine doesn't allow the heavy weapon to be automatically dropped while you retreat the infantry units. That would need to be done by the player(abandon then retreat).

- adding a disembark option to all vehicles not to repair the tank but to retreat.
I don't understand this one.

- adding a halt option to kompanie fuhrer or captains in order to stop retreating units.
That has nothing to do with animations and can't be done because the engine doesn't allow it.

- adding a new ability in commander doctrines. Not a copy but an all new ability.
Before that you need to familiarize with the structure of the files and check some already existing abilities so you know how they work. If you downloaded Corsix Mod Studio from its official page, you should read the tutorials posted there. That's a good way to start.

- adding a transfer orders in coh1
What is that? Like in CoH2 were you can kill your units to get more free population?

- adding a switch to different weapons for infantry units
That doesn't require animations, just an ability or a couple of them... unless you want to use a weapon that doesn't exist in coh but that would require a new model not new animations. But the answer for the new ability will also apply here.

- adding a scorch earth policy for Soviet major where he locks down a sector with katyusha rockets also destroying the point in that sector if hit by rockets
Same than the answer of the new ability.

- adding a halt retreat to Soviet officers where he will shoot his pistol in the air. Stopping the retreat in his vicinity.
Retreat cannot be halted. It can be delayed, it can be prevented, it can be tuned up with different modifiers, it can be redirected to anywhere but the HQ but it cannot be halted by the player once it is active. There are only three ways for the retreat order to fade off:

1) The unit arrives to their HQ or designated retreat area.
2) The unit is wiped out, so there are no survivors to come back.
3) The unit can't find a way to return, so it will stop after a while at the border/closer point to the designated retreat area. Meanwhile your unit cannot be used until the engine says so (retreat order expires). Why would that happen? Bridge maps, full blockade/isolation of the HQ territory.

Bugs & Tech Support / Re: The Mod no longer starts!
« on: July 17, 2017, 06:34:10 AM »
The sticky was for you to read what was written in that post :). How would we know if we can do something about it if you don't give us anything to work on.

Bugs & Tech Support / Re: The Mod no longer starts!
« on: July 16, 2017, 09:18:43 PM »
Try to use alt+tab to change the active process priority. Otherwise there is already a sticky for these problems you should have read.

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