mevitar

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https://drive.google.com/file/d/111p6BCPOZ2Js3qFYof9DcgTjbJOj1iYm Another crash in this newest build available. No idea what's the reason. The except.txt looks very similar (3 topmost elements on the stack are the same).

Besides these crashes (that might or might not be related to the build), both tags seem to work fine.

I don't know exactly what is going on, but it looks like AdvancedDrive.Reverse.Speed= doesn't always activate and the unit might drive backwards using its regular speed. Tested with hover version...

Didn't find any issues. Didn't try in multiplayer.

> with nightly from this pull request we've experienced 6 crashes so far, while 4 of them are sudden quit that didn't generate anything other than debug.log. Uploaded these logs...

![SCRN 20250413-152906-00737](https://github.com/user-attachments/assets/d72f9b18-ade3-4134-871d-402448709c26) Had this graphical problem when loading a MO campaign save. It fixed itself only when i loaded the game again. Not sure if it's related to ddraw i'm...

This doesn't work properly for jumpjets with turrets. They will move their turret only if they are pre-placed, and if ordered to scatter from ground. But if they are ordered...

There were some issues with that garrison logic that i do not remember right now, and this feature here might allow for better control over what can get cleared and...

It's actually possible to have infantry firing on move in unmodified YR, it just needs to have its firing sequence set to something like 0,1,1 and thus making its firing...

It's not just 64 sequences, it's 64 sequences for fire-move on ground, 64 sequences for fire-move on water, and 64 for fire-move in air.