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Re:SOWGB Beta Patch 3.1

Posted: Mon May 31, 2010 9:05 am
by norb
GShock wrote:
Do i understand correctly the 3.1b differs from 3.0b only for the sound code rework to avoid ctds?
The crash was caused because each sound needs a location. Those locations are saved in the units or in the trees (in the case of terrain sounds). In certain cases, the units rework their locations, the sound still pointed to the old spot, and crashed. The trees used the same locational code.

The answer to your question is yes, but there's a little more in there. The trees now take up 8 bytes less per tree in ram. When you have 16k trees that can add up. There was a bug where casfx dead bodies would float, that's fixed. They were related. The units now update their sound location rather than having the sound code request it. So in the spirit of full disclosure :) That's it :)

Re:SOWGB Beta Patch 3.1

Posted: Mon May 31, 2010 9:17 am
by Braxton Bragg
Hi Norb, just to let you know latest patch installed and all ok, Musket and Bugle sound is much better! well done and thanks :)

Braxton Bragg

Re:SOWGB Beta Patch 3.1

Posted: Mon May 31, 2010 11:54 am
by Marching Thru Georgia
I have played 3 historic scenarios, and two sandbox games without any crashes. Well done! Rifle sounds are a bit muted though. Also, are there suppose to be any woods sounds, (i.e. cicadas) as there were in TC2M. If so, I do not here them.

Re:SOWGB Beta Patch 3.1

Posted: Mon May 31, 2010 11:57 am
by Little Powell
Marching Thru Georgia wrote:
I have played 3 historic scenarios, and two sandbox games without any crashes. Well done! Rifle sounds are a bit muted though. Also, are there suppose to be any woods sounds, (i.e. cicadas) as there were in TC2M. If so, I do not here them.
If you have Map Sounds turned on then you should hear things like that. Dogs barking at places in the town, a bell, and camp fires. There's a camp fire near Meredith at the start of GB03. That's one way to test to see if they are working.

Re:SOWGB Beta Patch 3.1

Posted: Mon May 31, 2010 12:09 pm
by Marching Thru Georgia
I've always heard the bell in town, but never dogs or woods sounds. Although, this was the first time I ever heard the fire at the farmhouse, (Bliss farm?).

Re:SOWGB Beta Patch 3.1

Posted: Mon May 31, 2010 1:46 pm
by Sweeney
I just played a sandbox scenario and I couldn't take command of an artillery battery properly. The icon would light up after the courier arrived at my subordinate but the battery would ignore my orders.

Re:SOWGB Beta Patch 3.1

Posted: Mon May 31, 2010 2:53 pm
by ADukes
Because TC'ed units don't execute orders.

Re:SOWGB Beta Patch 3.1

Posted: Mon May 31, 2010 2:58 pm
by Sweeney
So are they just "brain dead"? How do I take control of a battery to move them up to a hole between regiments?

Re:SOWGB Beta Patch 3.1

Posted: Mon May 31, 2010 3:27 pm
by norb
atuhalpa,

May I suggest posting your questions under a new topic in the discussion or command school section. This is more of a gameplay question than a patch issue and I think you'll get a better response there.

Re:SOWGB Beta Patch 3.1

Posted: Mon May 31, 2010 4:54 pm
by RDBoles
Norb and team, have played at least five games in Sandbox and all went well, no crashes. BZ26V