Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Starman01 on February 21, 2004, 01:08:06 pm

Title: Another cry for help
Post by: Starman01 on February 21, 2004, 01:08:06 pm
Hello again.

I made a very complex mission with tons of scripts in it.
Now when I try to launch the mission, the debug-exe is giving
me this message (using 20_01_04_fs_open_r.exe) :

(http://www.starman.ag5.de/pics/failure.jpg)

I'm not sure what it means. Which limit did I break in the mission ?
I thought the number of used subojects is going into thousands ?

Also I have one wing, which have 10 follow-up wings,( when the
previous is destroyed). Is that maybe the problem ? Number of ships
in Mission overall is around 50 - 60, but not more than 30 at one
time.

And when we already talk about crashes. Since I use FS_open, I
have to reboot my PC after each Freespace-Crash (which happens
quite often by modding :) ). When I don't reboot, my system freezes
 instantly when I touch anything Freespace-related (Launcher, PCS,
modelview, Aniview, doesn't matter which I wanna use)

I'm still using W98SE, and I hadn't these problems with the standard
freespace.  Does anyone have a clue what this is causing ?
Sometimes I got an error that Kernel causes an error in dibengl.dll),
but I have no Idea where this file belongs too, maybe something
from the Descent-Stuff DLL-package

Thanks for help.
Title: Another cry for help
Post by: StratComm on February 21, 2004, 01:32:16 pm
Looks like your table definitions have more ships than are currently allowed.  It's 130 entries in the ships.tbl file IIRC, unless you use the Inferno build.  I could be wrong, but that's what that error says to me.
Title: Another cry for help
Post by: Starman01 on February 21, 2004, 02:00:09 pm
Nope. The mod and all other missions are working fine.

Crash occurs only with this mission (even before the loading screens
apear).

Any other Ideas ?
Title: Another cry for help
Post by: kasperl on February 21, 2004, 02:01:18 pm
too many different ships in one mission?
too many ships in one mission?
Title: Another cry for help
Post by: Starman01 on February 21, 2004, 02:14:59 pm
Quote
Originally posted by kasperl
too many different ships in one mission?
too many ships in one mission?


That's exactly what I wanna know !

There are about 12 different ship-types in the mission.

And I guess max. 70 Ships over all, warping in one after
another. At one time are not more than 30 ships in the area.
Title: Another cry for help
Post by: gevatter Lars on February 21, 2004, 02:38:07 pm
Damm it starman send me the data (read psychs story) for that mission...what the heck does he want to do?
Title: Another cry for help
Post by: Starman01 on February 21, 2004, 02:43:14 pm
I finally found it.

I had enemy wings included with 6 fighters each. I thought this
is possible, but more than 5 causes an error.

Problem solved, Starman happy, work continues :D

Thanks nevertheless, guys.


@ Lars : I'm not sure I get your point. But you should be able to play
the mission within the next few days :) .  It is very difficult to make
every thing according to psych's epic script. Also the enemy battlegroup
drops down the framerate dramatically, even it is 20 klicks out and I
use special created low-res models, but it seems 14 Capships are too
much.

After you received the mission, we discuss it further in the dev-forum.
Title: Another cry for help
Post by: StratComm on February 22, 2004, 07:48:40 am
I know for a fact that 6-fighter wings are possible, or at least they were under Vanilla FS2.  There's even interface for them when they are friendly (epsilon wing).
Title: Another cry for help
Post by: diamondgeezer on February 22, 2004, 08:10:22 am
FRED will complain if you have a six fighter wing with it's 'respawn' limit higher than zero (or one for a five-ship wing, etc). This prevents there being more than six fighters in a wing at any one time. However this limit is usually enforced quietly and without any error boxes (FRED just resets the limit) which can lead to some confusion in new FREDders. I've never heard of it causing a situation like this before, mind...