Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: wesp5 on November 15, 2021, 04:13:46 pm
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So after looking up another topic here I managed to fix the bad ship.tbl that caused the crashes and I removed some warnings by editing the weapons.tbl hopefully in the correct way. There are still three warnings about weapons.cpp, but I can't even find that file and the game itself doesn't complain about them when launching in normal mode. So could somebody please upload the attached files to the Knossos archive so the game is working again? Also please remove the 19 test missions in the mission simulator!
[attachment deleted to save space]
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Good news! I finally managed to upload the new TBP version 3.7.8 to Knossos in which the issues above are all fixed :).
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I'm still getting warnings on debug builds. It complains about some of the shrink factors on some of the beam weapons. There are paths on the EA defense platform that have the same name.
I get the following error with the explorer:
Warning: Invalid subobj_num or model_num in subsystem 'rotation' on ship type 'EA Explorer'.
Not linking into ship!
(This warning means that a subsystem was present in the table entry and not present in the model
it should probably be removed from the table or added to the model.)
File: ship.cpp
Line: 6954
Also, it doesn't rotate.
The G'Quan complains about the fact that it has 2 docking bays with the same name.
EDIT
I added a "$special=subsystem" line into the subsystem on the model pof, but I get this now:
Assert: "sm->movement_type != MOVEMENT_TYPE_ROT"
File: modelread.cpp
Line: 1598
ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
[ This info is in the clipboard so you can paste it somewhere now ]
Use Debug to break into Debugger, Exit will close the application.
ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_21_5_0_20211122_251702511_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
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Why are we suddenly getting debug errors that didn't happen before? Did the SCP add an error that didn't exist earlier?
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Just remember... I'm flying on the latest Nightly.
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I only fixed the crashes and warnings that were displayed for normal players so the mod is playable. I know about some others, but not how to fix them! I can't even find weapons.cpp and I know nothing about fixing models. If somebody manages to fix these issues, please attach them here and I can then upload a new version!
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All references to ".cpp" are references to modules of the engine, it is purely a designation for coders.
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This is minor at the moment, as no campaigns I've encountered use this model, but on the Narn Bin'Tak dreadnought, the bounding boxes for the rear-facing turrets 03-06 are way too big... quite significantly so for 03 and 04.
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Why are we suddenly getting debug errors that didn't happen before? Did the SCP add an error that didn't exist earlier?
For what it's worth, these are usually caused by introduction of more rigorous checking of existing errors in cases that were previously silently ignored and were mal-/non-functional.
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Yeah, I was just wondering if the error was new or just one that previously went unnoticed somehow.