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 Supremacy Pre-Release Download 
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Ensign
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Joined: 28 Sep 2008, 22:02
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I really like the second background. I think it would be better that the first one.


31 May 2009, 14:23
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Crewman
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I placed the image in the directory you specified, but it looks way too dark than the .png. You did mention Mike reduced its brightness, but it looks it's being reduced ingame (thought the actual background image file had its brightness reduced).

I'm referring mostly to the loading screen. Looks fine after (could go a little bit brighter).

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31 May 2009, 15:04
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Evil Romulan Overlord of Evil - Now 100% Faster!
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Yes, the game does darken the image during game loading because of the way it works. During game loading, it prevent other operations taking place - such as the auto-updater. So it darkens out the game, kind of like how Windows darkens and turns everythign to black-and-white when you first click on Start -> Shut down (But before it asks for confirmation). The game does this to prevent an update taking place at the same time as game loading, which caused a few problems during previous versions of the game. This was added as part of the May update.

You therefore should ignore how the image looks during game loading, and just go by how the image looks as the map background during normal gameplay.

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31 May 2009, 15:34
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Added some variations:

http://www.3dgalaxymap.com/Supremacy/Default.png
http://www.3dgalaxymap.com/Supremacy/Default2.png
http://www.3dgalaxymap.com/Supremacy/Default3.png
http://www.3dgalaxymap.com/Supremacy/Default4.png
http://www.3dgalaxymap.com/Supremacy/Default5.png

And if anyone wants to try some other colors go to

http://www.3dgalaxymap.com/Supremacy/Default.psd

You select a layer in photoshop. Then go to image> adjustments > hue/saturation and check Colorize.
Then play with hue, saturation and lightness :)

Have fun,

Rayden

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31 May 2009, 15:37
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I like the first variation above. Thanks Rayden.
I can see my house from here. :P
:borg:

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31 May 2009, 17:39
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I like those different pictures you've done Rayden, I prefer the first one but the others are good too.


01 Jun 2009, 10:19
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Well like I said, if anyone wants to use Rayden's bckground images, all you need to do is the following:

  • Create a backup of your original background image. To do this
    • Open your Supremacy folder.
    • Open the Resources folder.
    • Open the Images folder.
    • Open the Backgrounds folder.
    • Find the image called Default.png. Drag or Copy-and-Paste this file into another location on your computer.
  • Next, right-click whichever one of Rayden's images you like and select "Save As".
    • Open your Supremacy folder in the Window that appears.
    • Open the Resources folder.
    • Open the Images folder.
    • Open the Backgrounds folder.
    • Save Raydens image as Default.png (Or overwrite the existing one if you didn't bother to back it up)
  • Play the game.
  • Ignore the auto-update. It will attempt to overwrite Rayden's new image.

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01 Jun 2009, 10:52
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Hello

Just downloaded the yesterday's version of the game.

Today i ran the game, and the auto updater sprung up and downloaded that latest update.

When the game restarted i got the following Windows error message

Quote:
SupremacyClient
Error signature
AppName: supremacyclient.exe AppVer: 0.1.0.0 AppStamp:48bdd3e3
ModName: kernel32.dll ModVer: 5.1.2600.5781 ModStamp:49c4f482
fDebug: 0 Offset: 00012afb


Now the game does not even start. :(

I tried to check Error.txt file, but it was empty.

So i reverted back to yesterday's release SupremacyTest_20080902

Ran the game, and it worked fine. The auto updates popped up, I declined the request for an auto update. There is a problem with the latest update.


02 Jun 2009, 08:58
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Hey IbnSaeed, welcome to the forums! :)

Thanks for letting us know about the problem. I'll send a PM to Mike and ask him to check it out.

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02 Jun 2009, 12:37
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Matress_of_evil wrote:
Hey IbnSaeed, welcome to the forums! :)

Thanks for letting us know about the problem. I'll send a PM to Mike and ask him to check it out.



Thanks for the welcome and for acknowledging the error report.

Also, i played around 240 or 250 turns before I got a message that the connection has been lost and the game ended.

I lost my progress :(


02 Jun 2009, 15:40
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Check to see if there was an auto save.
Welcome to the collective.
:borg:

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02 Jun 2009, 18:40
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Connection was lost? That's odd, that should never happen because the "connection" is actually to a server which is on your computer.

If possible, could you open up your Supremacy folder and see if you can find a file called "ServerError.txt"? If the file contains any information (Ie. it has a file size greater than 0kb and it contains text) could you please copy-and-paste this text into a post or attach the file to a post for us? If you could do that, it might help Mike trace the cause of the problem.

The game deletes any error messages the next time you load a game, so this won't be possible if you've since played the game. It's also possible the crash was caused by something unrelated to the game itself, in which case no error would be recorded there anyways. So if the file is blank, don't worry about it. If it does have any text though, it could be very useful to us.

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02 Jun 2009, 19:31
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Rayden wrote:
Added some variations:

http://www.3dgalaxymap.com/Supremacy/Default.png
http://www.3dgalaxymap.com/Supremacy/Default2.png
http://www.3dgalaxymap.com/Supremacy/Default3.png
http://www.3dgalaxymap.com/Supremacy/Default4.png
http://www.3dgalaxymap.com/Supremacy/Default5.png

And if anyone wants to try some other colors go to

http://www.3dgalaxymap.com/Supremacy/Default.psd

You select a layer in photoshop. Then go to image> adjustments > hue/saturation and check Colorize.
Then play with hue, saturation and lightness :)

Have fun,

Rayden


Rayden those are awesome, nice work.

I was wondering maybe since he went to all the trouble of making them all, have mike add some minor code to randomize which background is chosen so it can add to the variety and not have the same one for each game all the time. Should be fairly easy to have it pick one file from a folder and use it, that way people could add and subtract backgrounds from the folder easily. You could also add something in the game to be able to select one at the start of the game creation (option menu or something).

Anyways minor side note, but just wanted to voice my thoughts on how nice the images were.


02 Jun 2009, 22:50
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Joined: 31 May 2009, 04:46
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Hi everyone,
This is a great game, I just downloaded it and I'm already enjoying it. I can't wait until it's done. I do have one question, are there going be any nomadic races (i.e. Hirogen)? And if so, would that require a capability to just cruise through space, cannibalize systems, and leave? It would probably seriously change the dynamic of the game, but I'm just wondering. Also, are there going to be any free radicals or wild cards like a wormhole, transwarp hub, weird remnants of ancient alien civilizations, etc.? Just some suggestions.


03 Jun 2009, 01:11
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Adranus, welcome and we are glad to have your suggestions.
In a word the answer is yes. There will be what we call random
events and issues the player will have to deal with. The hope is
to pull in some classic events from many of the shows. Most of these
features are still in the works.

As for the races we hope to see many of them act in the expected
manner. The Ferengi will act like leaches and your suggestion about the Hirogen is a good one as well.

:borg:

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03 Jun 2009, 03:44
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Matress_of_evil wrote:
Connection was lost? That's odd, that should never happen because the "connection" is actually to a server which is on your computer.

If possible, could you open up your Supremacy folder and see if you can find a file called "ServerError.txt"? If the file contains any information (Ie. it has a file size greater than 0kb and it contains text) could you please copy-and-paste this text into a post or attach the file to a post for us? If you could do that, it might help Mike trace the cause of the problem.

The game deletes any error messages the next time you load a game, so this won't be possible if you've since played the game. It's also possible the crash was caused by something unrelated to the game itself, in which case no error would be recorded there anyways. So if the file is blank, don't worry about it. If it does have any text though, it could be very useful to us.



I checked my Supremacy folder but there was not servererror.txt file there. The folder only has 2 txt files. Error.txt, Log.txt and Trace.txt

When the message of connection lost appeared, another message popped up and stayed there, i think it said something like " Searching for players" i dont remember it now. This message was on the Main Menu Page.


03 Jun 2009, 09:16
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I tried to load a game, when i pressed Load Game, a message appeared saying that the error has been added in the error.txt file and the game crashed. Here is what is located in the Error.txt.

Quote:
Unable to read beyond the end of the stream.

at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
at System.IO.BinaryReader.ReadInt32()
at Supremacy.Game.SaveGameHeader.Read(Stream input) in C:\Users\mikest\Workspace\Supremacy\Mainline\SupremacyCore\Game\SaveGameHeader.cs:line 148
at Supremacy.Game.SaveGameManager.FindSavedGames() in C:\Users\mikest\Workspace\Supremacy\Mainline\SupremacyCore\Game\SaveGameManager.cs:line 40
at Supremacy.Client.LoadGameDialog.LoadGameDialog_IsVisibleChanged(Object sender, DependencyPropertyChangedEventArgs e) in C:\Users\mikest\Workspace\supremacy\Mainline\SupremacyClient\LoadGameDialog.xaml.cs:line 85
at System.Windows.UIElement.RaiseDependencyPropertyChanged(EventPrivateKey key, DependencyPropertyChangedEventArgs args)
at System.Windows.UIElement.OnIsVisibleChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
at System.Windows.UIElement.UpdateIsVisibleCache()
at System.Windows.PresentationSource.RootChanged(Visual oldRoot, Visual newRoot)
at System.Windows.Interop.HwndSource.set_RootVisualInternal(Visual value)
at System.Windows.Interop.HwndSource.set_RootVisual(Visual value)
at System.Windows.Window.SetRootVisual()
at System.Windows.Window.SetupInitialState(Double requestedTop, Double requestedLeft, Double requestedWidth, Double requestedHeight)
at System.Windows.Window.CreateSourceWindowImpl()
at System.Windows.Window.SafeCreateWindow()
at System.Windows.Window.ShowHelper(Object booleanBox)
at System.Windows.Window.Show()
at Supremacy.Client.GameWindow.MenuScreen_LoadGameCommand_Executed(Object sender, ExecutedRoutedEventArgs e) in C:\Users\mikest\Workspace\supremacy\Mainline\SupremacyClient\GameWindow.xaml.cs:line 795
at System.Windows.Input.CommandBinding.OnExecuted(Object sender, ExecutedRoutedEventArgs e)
at System.Windows.Input.CommandManager.ExecuteCommandBinding(Object sender, ExecutedRoutedEventArgs e, CommandBinding commandBinding)
at System.Windows.Input.CommandManager.FindCommandBinding(CommandBindingCollection commandBindings, Object sender, RoutedEventArgs e, ICommand command, Boolean execute)
at System.Windows.Input.CommandManager.FindCommandBinding(Object sender, RoutedEventArgs e, ICommand command, Boolean execute)
at System.Windows.Input.CommandManager.OnExecuted(Object sender, ExecutedRoutedEventArgs e)
at System.Windows.UIElement.OnExecutedThunk(Object sender, ExecutedRoutedEventArgs e)
at System.Windows.Input.ExecutedRoutedEventArgs.InvokeEventHandler(Delegate genericHandler, Object target)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.RoutedCommand.ExecuteImpl(Object parameter, IInputElement target, Boolean userInitiated)
at System.Windows.Input.RoutedCommand.ExecuteCore(Object parameter, IInputElement target, Boolean userInitiated)
at MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated)
at System.Windows.Controls.Primitives.ButtonBase.OnClick()
at System.Windows.Controls.Button.OnClick()
at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.CrackMouseButtonEventAndReRaiseEvent(DependencyObject sender, MouseButtonEventArgs e)
at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)

----------------------------------------


03 Jun 2009, 09:19
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Hey Adranus, welcome to the forums! :)

We don't intend to have wandering races in the game simply because of programming limitations; races like the Hirogen are in the game, but they will inhabit systems just like all the other races do. Some races will be able to expand though - they will have their own colony ships and will spread out to nearby systems, given enough time. Some races have multiple ship designs as well, rather than just having one type of ship or perhaps a ship that got an upgrade later on.

As Kenneth mentioned above though, we do intend to include random events in the game, just as BOTF had. In fact, Supremacy already contains one random event, a religious occaision that halts production in a random system for one turn. This event has a 1% chance of happening on each turn, and was programmed in just as a test to see whether the random events system works correctly. We intend to have a lot more random events in the game in future though. I've been working on a *potential* list of random events for several years now, which i've attached below. Normally i'd link to it on our Sharepoint site, but the server seems to be down at the moment.
Attachment:
BOTF2 Random Events.txt [112.52 KiB]
Downloaded 193 times

Now I have to stress that I created this list purely as an example of what *could* be in the game, not what *will* be in the game; just because a random in my list, it doesn't mean it will actually make it into the game or that it will make it into the game in the exact way that i've written it. As you can see though, there are several random events involving combat or alien entities of some kind that will wander across space until they encounter a system or ships and will attack them. Discovering remnants of alien civilizations will usually mean tech advances as well.

Wormholes will be in the game, but will be a little bit different to BOTF. Wormholes will only be visible once you've encountered them, and this doesn't necessarily mean passing through the system, although you may be lucky enough to have this happen. Generally though you will ned to send a ship to go off exploring and scanning systems to discover Wormholes. Once you've found one, that doesn't mean it is stable or usable either; some Wormholes will lead off the edge of the map. If they do, then your ship will be lost permanently. Other Wormholes may also randomly shift position - they may have only one fixed end, or they might even have no fixed end at all! You will receive no warning when a shift happens - it will just shift. So finding a Wormhole isn't always going to be the blessing you think it is...

...

I've sent Mike a PM, IbnSaeed. He hasn't replied yet, but he will once he knows what the problem is or at least has some ideas. Please just be patient. I'll pass on this new error report to him as well.

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03 Jun 2009, 11:14
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Matress_of_evil wrote:
...

I've sent Mike a PM, IbnSaeed. He hasn't replied yet, but he will once he knows what the problem is or at least has some ideas. Please just be patient. I'll pass on this new error report to him as well.


Thanks. Ill try to play the game again till 240 to 250 turns, and lets see if the connection lost message appears again or not. This time, I will note the exact message, if it appears.


03 Jun 2009, 11:30
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Admiral
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Matress_of_evil wrote:
If anyone is reading this and hasn't noticed the problem or hasn't seen the game befor ethe May update, this is an animation I made for Mike to illustrate the problem:


Am I the only one to have the stars in the system panel disappear, and blink every 3 or 4 secs or so?


Quote:
6. I'm not 100% sure how the game generates systems, but I do know it is set to have a higher likelihood of rocky planets being in the first five planetary positions, with the rest being more likely to have Asteroid Belts and Gas Giants. Whether more preferences can be programmed in (To create planetary zones) though I don't know.


You *still* haven't had a look at all the definition files?! After 4 years? Jeezz, what have you been doing? :twisted:


03 Jun 2009, 11:38
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This time i went to 264 turns and then when i went to the main menu and pressed on Save Game, the game crashed.


Here is the error log

Quote:
Unable to read beyond the end of the stream.

at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
at System.IO.BinaryReader.ReadInt32()
at Supremacy.Game.SaveGameHeader.Read(Stream input) in C:\Users\mikest\Workspace\Supremacy\Mainline\SupremacyCore\Game\SaveGameHeader.cs:line 148
at Supremacy.Game.SaveGameManager.FindSavedGames() in C:\Users\mikest\Workspace\Supremacy\Mainline\SupremacyCore\Game\SaveGameManager.cs:line 40
at Supremacy.Client.SaveGameDialog.SaveGameDialog_IsVisibleChanged(Object sender, DependencyPropertyChangedEventArgs e) in C:\Users\mikest\Workspace\supremacy\Mainline\SupremacyClient\SaveGameDialog.xaml.cs:line 117
at System.Windows.UIElement.RaiseDependencyPropertyChanged(EventPrivateKey key, DependencyPropertyChangedEventArgs args)
at System.Windows.UIElement.OnIsVisibleChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
at System.Windows.UIElement.UpdateIsVisibleCache()
at System.Windows.UIElement.OnVisibilityChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
at System.Windows.PropertyChangedCallback.Invoke(DependencyObject d, DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, OperationType operationType)
at System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, OperationType operationType, Boolean isInternal)
at System.Windows.DependencyObject.SetValue(DependencyProperty dp, Object value)
at System.Windows.UIElement.set_Visibility(Visibility value)
at System.Windows.Window.UpdateVisibilityProperty(Visibility value)
at System.Windows.Window.Show()
at Supremacy.Client.GameWindow.MenuScreen_SaveGameCommand_Executed(Object sender, ExecutedRoutedEventArgs e) in C:\Users\mikest\Workspace\supremacy\Mainline\SupremacyClient\GameWindow.xaml.cs:line 810
at System.Windows.Input.CommandBinding.OnExecuted(Object sender, ExecutedRoutedEventArgs e)
at System.Windows.Input.CommandManager.ExecuteCommandBinding(Object sender, ExecutedRoutedEventArgs e, CommandBinding commandBinding)
at System.Windows.Input.CommandManager.FindCommandBinding(CommandBindingCollection commandBindings, Object sender, RoutedEventArgs e, ICommand command, Boolean execute)
at System.Windows.Input.CommandManager.FindCommandBinding(Object sender, RoutedEventArgs e, ICommand command, Boolean execute)
at System.Windows.Input.CommandManager.OnExecuted(Object sender, ExecutedRoutedEventArgs e)
at System.Windows.UIElement.OnExecutedThunk(Object sender, ExecutedRoutedEventArgs e)
at System.Windows.Input.ExecutedRoutedEventArgs.InvokeEventHandler(Delegate genericHandler, Object target)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.RoutedCommand.ExecuteImpl(Object parameter, IInputElement target, Boolean userInitiated)
at System.Windows.Input.RoutedCommand.ExecuteCore(Object parameter, IInputElement target, Boolean userInitiated)
at MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated)
at System.Windows.Controls.Primitives.ButtonBase.OnClick()
at System.Windows.Controls.Button.OnClick()
at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.CrackMouseButtonEventAndReRaiseEvent(DependencyObject sender, MouseButtonEventArgs e)
at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)

----------------------------------------



03 Jun 2009, 16:40
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Evil Romulan Overlord of Evil - Now 100% Faster!
Evil Romulan Overlord of Evil - Now 100% Faster!
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Joined: 02 Dec 2004, 01:00
Posts: 7392
Location: Returned to the previous place.
.Iceman wrote:
You *still* haven't had a look at all the definition files?! After 4 years? Jeezz, what have you been doing?
Um...err...why do you azzume I speeka de inglish...? :mischief:

Thanks for the error report, IbnSaeed, i'm sure Mike will post a fix as soon as he finds the cause of the problem.

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03 Jun 2009, 19:06
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Crewman
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But where is Mike. Haven't seem him post in this thread for a while


03 Jun 2009, 19:11
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Evil Romulan Overlord of Evil - Now 100% Faster!
Evil Romulan Overlord of Evil - Now 100% Faster!
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Joined: 02 Dec 2004, 01:00
Posts: 7392
Location: Returned to the previous place.
He's around, don't worry. I bombard him with PM's so he knows quickly if there are any major issues going on with the game. I've already sent him a PM about all the issues you're experiencing so don't worry. He either hasn't had time to post yet or he's still working on the fix. He posted in another thread an hour or two ago which is how i know he's around. :wink:

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03 Jun 2009, 19:19
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Matress_of_evil wrote:
He's around, don't worry. I bombard him with PM's so he knows quickly if there are any major issues going on with the game. I've already sent him a PM about all the issues you're experiencing so don't worry. He either hasn't had time to post yet or he's still working on the fix. He posted in another thread an hour or two ago which is how i know he's around. :wink:


Thanks for the update


03 Jun 2009, 20:10
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Communications Officer
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Joined: 15 Dec 2008, 16:38
Posts: 48
Location: Liverpool
Matress_of_evil wrote:
He's around, don't worry. I bombard him with PM's so he knows quickly if there are any major issues going on with the game. I've already sent him a PM about all the issues you're experiencing so don't worry. He either hasn't had time to post yet or he's still working on the fix. He posted in another thread an hour or two ago which is how i know he's around. :wink:


Mike's main problem is that damn pesky "real life" thing - I've heard about it, but never experienced it! ;)


03 Jun 2009, 22:08
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Joined: 02 Jun 2009, 08:54
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I think that there should be atleast 3 more developers working on this game. If only 1 works on it, the game will get delayed 3 to 4 more years. Since everyone has their real life to care about first.

So if there are 3 to 4 developers, when one of them gets busy, the rest can continue the work.


04 Jun 2009, 01:18
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Ship Engineer
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Lets do it like Microsoft. A team starts to work on the code in Silicon Valley on day one. That afternoon they hand it off the the team in India. At the end of the day in India they had it back to Silicon Valley. Work never ends until it is completed.

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04 Jun 2009, 02:16
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you got to love outsourcing

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04 Jun 2009, 02:21
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i updated:
http://www.4shared.com/file/109807999/8 ... erLog.html

and this is what i get, when trying to start the game, in error.log:
Could not load file or assembly 'AvalonLibrary, Version=1.0.0.0, Culture=neutral, PublicKeyToken=b5d01516e28df45f' or one of its dependencies. The located assembly's manifest definition does not match the assembly reference. (Exception from HRESULT: 0x80131040)

at Supremacy.Client.GameScreen.ResumeAnimations()
at Supremacy.Client.GameScreen.OnShowCore() in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyClient\GameScreen.cs:line 135
at Supremacy.Client.GameScreen.GameScreen_IsVisibleChanged(Object sender, DependencyPropertyChangedEventArgs e) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyClient\GameScreen.cs:line 118
at System.Windows.UIElement.RaiseDependencyPropertyChanged(EventPrivateKey key, DependencyPropertyChangedEventArgs args)
at System.Windows.UIElement.OnIsVisibleChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
at System.Windows.UIElement.UpdateIsVisibleCache()
at System.Windows.UIElement.InvalidateForceInheritPropertyOnChildren(Visual v, DependencyProperty property)
at System.Windows.UIElement.OnIsVisibleChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
at System.Windows.UIElement.UpdateIsVisibleCache()
at System.Windows.UIElement.SynchronizeForceInheritProperties(UIElement uiElement, ContentElement contentElement, UIElement3D uiElement3D, DependencyObject parent)
at System.Windows.UIElement.OnVisualParentChanged(DependencyObject oldParent)
at System.Windows.FrameworkElement.OnVisualParentChanged(DependencyObject oldParent)
at System.Windows.Media.Visual.FireOnVisualParentChanged(DependencyObject oldParent)
at System.Windows.Media.Visual.AddVisualChild(Visual child)
at System.Windows.FrameworkElement.set_TemplateChild(UIElement value)
at System.Windows.StyleHelper.AddCustomTemplateRoot(FrameworkElement container, UIElement child, Boolean checkVisualParent, Boolean mustCacheTreeStateOnChild)
at System.Windows.Controls.ContentPresenter.UseContentTemplate.BuildVisualTree(FrameworkElement container)
at System.Windows.StyleHelper.ApplyTemplateContent(UncommonField`1 dataField, DependencyObject container, FrameworkElementFactory templateRoot, Int32 lastChildIndex, HybridDictionary childIndexFromChildID, FrameworkTemplate frameworkTemplate)
at System.Windows.FrameworkTemplate.ApplyTemplateContent(UncommonField`1 templateDataField, FrameworkElement container)
at System.Windows.FrameworkElement.ApplyTemplate()
at System.Windows.FrameworkElement.MeasureCore(Size availableSize)
at System.Windows.UIElement.Measure(Size availableSize)
at System.Windows.Controls.Decorator.MeasureOverride(Size constraint)
at System.Windows.Documents.AdornerDecorator.MeasureOverride(Size constraint)
at System.Windows.FrameworkElement.MeasureCore(Size availableSize)
at System.Windows.UIElement.Measure(Size availableSize)
at System.Windows.Controls.Border.MeasureOverride(Size constraint)
at System.Windows.FrameworkElement.MeasureCore(Size availableSize)
at System.Windows.UIElement.Measure(Size availableSize)
at System.Windows.Window.MeasureOverrideHelper(Size constraint)
at System.Windows.Window.MeasureOverride(Size availableSize)
at System.Windows.FrameworkElement.MeasureCore(Size availableSize)
at System.Windows.UIElement.Measure(Size availableSize)
at System.Windows.Interop.HwndSource.SetLayoutSize()
at System.Windows.Interop.HwndSource.set_RootVisualInternal(Visual value)
at System.Windows.Interop.HwndSource.set_RootVisual(Visual value)
at System.Windows.Window.SetRootVisual()
at System.Windows.Window.SetupInitialState(Double requestedTop, Double requestedLeft, Double requestedWidth, Double requestedHeight)
at System.Windows.Window.CreateSourceWindowImpl()
at System.Windows.Window.SafeCreateWindow()
at System.Windows.Window.ShowHelper(Object booleanBox)
at System.Windows.Window.Show()
at System.Windows.Application.<RunInternal>b__8(Object obj)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)

----------------------------------------

ps maybe updater didn`t reconize my modification`s in database and that`s the reason, that the install was screwed by upgrade?


04 Jun 2009, 10:51
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