Jean-Claude Lorusso

Jean-Claude Lorusso

Joined Member # 407125
0 Posts 0 Replies 27 Reputation

Brad: Getting a hard lockup in 4a; three times in a row: from first start; from restore reload; and from a 'save' reload. Currently happening with Scouts in May 2192?; same month each time, but one time it was a different scout. Other observations: - Still no sliders in Sound settings; - Upon the restore reload, I noticed that accumulated values are not being restored, but original base values for the ships; then in a turn or so, the new values are applied, but now the

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Brad: Keep forgetting to post this: no sliders in the music/fx slider arrays. Saw this with EU2, till I upgraded graphics drivers; currently I'm running 4072 nvidia drivers; prior to this it was 38xx something or other, and I've never seen a toggle, slider, doohickey or whatever at anytime in GC. Use the ability to click on something during AI turn all the time; and it works very nicely. All the best, Jean-Claude

5 Replies 97 Views

Oops, sorry for the double post! But I only hit 'submit' once... ;p Logging on and off, seems to have cured the non ability to post... hopefully I'm not in for a double posting run upon submit on the other hand. Jean-Claude

5 Replies 97 Views

Brad: Several CTD's in latest build; from bottom up: - Exit on load screen button ctd; - Random CTD during movement; nothing of note occuring at that time; - A CTD upon loading a new game, after a prior CTD (something not freed up out of memory?); - 2 consecutive CTD's while attempting to select the 'detail' button within the planetary screen (I was looking for a way to change a planets name after naming two systems the same); - several other crashes in prior builds,

5 Replies 97 Views

Brad: Several CTD's in latest build; from bottom up: - Exit on load screen button ctd; - Random CTD during movement; nothing of note occuring at that time; - A CTD upon loading a new game, after a prior CTD (something not freed up out of memory?); - 2 consecutive CTD's while attempting to select the 'detail' button within the planetary screen (I was looking for a way to change a planets name after naming two systems the same); - several other crashes in prior builds,

0 Replies 85 Views

Brad: Here are a few snips from the err file (not sure if this is helpful or not): Debug Message: Creating opening menu. Debug Message: MemMan: Unable to find pointer in GetBlockInfo. Memory system: DataMan ASSERT ERROR in file g:\projects\pear\source\memman.cpp at line 579. Debug Message: MemMan: Trying to free memory that has not been allocated. Memory System DataMan ASSERT ERROR in file g:\projects\pear\source\memman.cpp at line 361. Debug Message:

4 Replies 133 Views

Brad: Here are two more CTD's, (of three, but the first one was written over- I deactivated the append feature thinking that it would create separate files, but I guess not... though similar circumstances on all), in that I was being attacked at several of my planets by the Drengin and friends... essentially in Defensive posture, since I'm in the red in funds; low on ships (mostly Defenders hunkered down at each planet); many planets with disaffection and low morale; and slowly trying t

4 Replies 78 Views

Brad: No I don't- that was in B3?, and was a way's back. Any way to notate the date and time, and version # on the appended crashes within Smartexception? When you say 'First Crash"- you mean the beginning of the File? If so, that is a B3 late version crash (I'm assuming exceptions are appended to the eof?). The last entry is a B4, and it was late. I posted two more for you in another thread. Jean-Claude

3 Replies 116 Views

Brad: B4 has a good/better feel and flow- all AI's are on average setting; overall feels much tighter; new pop-up screens are very nice, and opening screen is great, and pleasing to the eye. Even on 'average' setting the AI is a challenge (much more so than ever before); though the AI ability to zoom in and colonize planets seemingly at will is a bit too much- had one AI snag a system right next to my Home planet (was fortunate in having two 15/16's nearby... but was able to on

3 Replies 116 Views

Hi all: Thanks for the replies. Maybe the 'Shipyard' should be a requirement before any ship building can occur; though this would not affect the money-purchase problem after a shipyard has been built. Arturus: Re. Aliens- while that makes more sense now, in that each race has defined parameters, then there should really be additional parameters with checks and balances for each race, i.e. - if the Dregin kill the infirm, then they should have less of a pop base,

24 Replies 404 Views

Gee Behin, that was really constructive and contributory!!! While I realize its just in Beta stage (believe me I have a lot experience with Beta's), is that not the very purpose of a "Beta Forum", to bring up, expose, question, seek answers to what we experience during the beta stage? NO? Okay, here's another one for you: a newly settled AI planet with a population of 232 pumps out several Defenders in a row, then a Battle Cruiser all within 3 to 4 months span!?!?! Whilst my

24 Replies 404 Views

Lucky Jack/Arturus Magi: Good points- thanks for the reply/clarification. How about adding the word "Fleet" to the string? That would clarify a lot. Re. mobilization, it's not just the AI, the HP is allowed or permitted to do this as well- actually forced to do this, since he is not taking on a distinct subset of the planets population, but the entire planet's population. I mentioned earlier women, children, and men as all being available for combat, and I re

24 Replies 404 Views

Looking at the numbers of troops carried by the AI transports, is steadily reaching into the realm of the absurd- I'm regularly seeing figures in the 14,000,000,000 range; and once, a 20 billion load of troops being moved. And these transport beasts are usually moving at speeds of 5, 6, and 7. Exactly how big are these monsters? Doing a few calculations: assuming 180 lb. soldier with 50 pounds of equipment (yes, I know its low), gives a figure of 230 lbs. and lets posit 200 pounds of

24 Replies 404 Views

I too have had numerous crashes with 3b; sometimes, once every turn... I seem to recall from looking at the error file yesterday, something similar to ships leaving orbit, and a ship being destroyed- though when I reload, I can't replicate the CTD, but it will happen on doing something else, thus: Here is a copy of a SE/cra file OS Version : Windows 98 Video Card : NVIDIA GeForce2 Integrated GPU Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 004

12 Replies 327 Views

Still getting the Invalid 13 on the Space01.ptb file. DGM seems to be going bonkers as well: if I click on the Multimedia files, it d/l's the GC files instead, and steps out on the Space01.ptb file at the same point. Multimedia files are now showing at 146meg, when 3a was announced it was only 22meg. Apparently, DGM is not reading my files properly at some point. Did the same the other day, when the MM Update was 55meg, then ballooned to 136meg, and it added a bunch of files, but most of that

26 Replies 592 Views

Installing beta3a gives an Invalid Data 13 on decompression of Space01.ptb. Have done this a dozen times- deleted the file, re-d/l, with still the same result. The compressed file comes down at 1kb.

26 Replies 592 Views