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报告翻译问题
@Cruz probably not
@Lufian try to build it on flat land if possible
@2Char what bug ?
@williamb1995 most of those are indestructible
Only mods active are: Fixed Emplacement, Fixed Emplacement Extension, Paratrooper Extension for Fixed Emplacement.
Exception:
Program will be terminated.
EXCEPTION_ACCESS_VIOLATION read at 0x00000060
RIP=14054ce03 [main_loop]
RAX=6e247220 RBX=00000008
RCX=00000040 RDX=fba83338
RSI=fba82f90 RDI=fba83330
RSP=0513eb70 RBP=0513ed20
>>>>>>gui.cmd.exec_all
>>>>>gui.cmd.exec(generic)
>>>>gui:cmd:exec_generic
>>>gui.mp.showpage
>>gui:pm:show
>gui:pm:activate(page_launcher_multiplayer)
CALL TO ARMS - GATES OF HELL - v1.055.0 - standard x64
2025.09.29 14:01 - x64 - fa4f95180 - 0x0166532F
the boards on the floor are missing textures
@虚无 哪个阵营?
I get this error:
EXCEPTION_ACCESS_VIOLATION read at 0x000000a0
RIP=1400d8f87 [main_loop]
RAX=1426328b0 RBX=1426328b0
RCX=00000000 RDX=1411d6250
RSI=16ab4ebe0 RDI=1492ced70
RSP=072ded10 RBP=072deda9
> gui:dialog:ku(btn_open_research)
I use this in conjunction with MACE and as it did get updated today. Perhaps they changed something on their end that causes it to crash.
I've only tested a handful of them, but the simple german MG bunker and the german Pak40 building work for instance.
The error is an access exception violation
Here is a finnish example with the maxim MG fortification, taken from last lines of a minidump log:
RIP=1401af416 [main_loop]
RAX=00000000 RBX=00000000
RCX=00000000 RDX=00000002
RSI=70470be8 RDI=70470b90
RSP=04fef480 RBP=04fef580
> gui2:lre:spawn(emplacement_maxim_fin_vehicle)
A bit above that, i see stuff like:
[00:00:40] Undefined material for entity : emplacement_45mm_pillbox_maxim_m32_vehicle[0x0 raw]
Hope this helps, you can DM me for the entire minidump if i missed some important stuff (1000 char limit).
Also, not all crashes produce minidumps. My most recent in trying to build the german 3.7cm flak did not produce a minidump.
[00:04:35] File not found - resource/entity/construction/wooden_pillar_resource/wooden_pillar_inner.ply (eIORepository.cpp:374) @ [quant]
------------------------------------------------------------------
>>>>>>>>>>>> eQuantExecutor:Execute
>>>>>>>>>>> quantThread:onExecute:nq
>>>>>>>>>> quantThread:quant
>>>>>>>>> scene:quant
>>>>>>>> scene:quant:entity_1
>>>>>>> scene:quant:actor
>>>>>> scene:quant:ge
>>>>> entity:static_call(delay)
>>>> ia:delaydo
>>> entity:raw
>> file "/entity/construction/emplacement_heavy/emplacement_tank_trench_heavy.def"
> file "emplacement_tank_trench_heavy.mdl"
154: {VolumeView "../wooden_pillar_resource/wooden_pillar_inner.ply"«}
155: }
156: {bone "pillar_02"
157: {matrix34
158: 1 0 0
CALL TO ARMS – GATES OF HELL Editor - v1.055.0 - editor x64
2025.09.29 14:02 - x64 - fa4f95180 - 0x0145891C
maybe wrong emplacement
@TWITCH sure why not
@DaNksta @Yoseph Stylein I'll take a look
For example, sandbag walls can be walked through, or trenches don't move any dirt.
I am using Valour with the comp patch and in the right order.
@NegativeonE did it crash
@✞ Shinoxxi I am exhauted
@大菜逼西丽 顺序应该是没问题的,可以试试模组管理器
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3167249047&searchtext=ai
🙏🙏🙏