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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Antares on January 12, 2005, 10:39:53 pm

Title: Post-3.6.5. problems
Post by: Antares on January 12, 2005, 10:39:53 pm
Sigh.  :sigh:

Played through some of the standard FS2 campaign.  The training simulators and first few missions play okay, but I get this crash to desktop at "Lion at the Door":

Error: Can't open file
File:.\model\modelread.cpp
Line: 1543

Call stack:
------------------------------------------------------------------
    fs2_open_C01082005.exe 0062e0db()
    fs2_open_C01082005.exe 005ba964()
    fs2_open_C01082005.exe 00672149()
    fs2_open_C01082005.exe 0065ce28()
    fs2_open_C01082005.exe 0065cff3()
    fs2_open_C01082005.exe 0065d1ab()
    fs2_open_C01082005.exe 005d0b40()
    fs2_open_C01082005.exe 0065f111()
    fs2_open_C01082005.exe 005d0bcd()
    fs2_open_C01082005.exe 0066060c()
    fs2_open_C01082005.exe 00660691()
    fs2_open_C01082005.exe 0041b75a()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------

It sounds like the Rakshasa model is causing this, but other missions give other problems.  Some work fine, but others crash when the 'mission loading' screen is about halfway done or when I hit 'commit'.

Flags: -spec -glow -jpgtga -targetinfo -orbradar -3dwarp -dnoshowvid -env

I played around with these a little, but switching them on and off doesn't seem to change anything.  Problems occur in 3.6.5. and WMCoolmon's subsequent builds.

EDIT: I forgot.  I'm using all the media stuff--mv_zpack, adveffects, aseffects, music, and the additional vp with bob's new herc.
Title: Post-3.6.5. problems
Post by: taylor on January 12, 2005, 11:41:05 pm
Are you using OpenGL or D3D?  Try the other and see if you get the same problems.
Title: Post-3.6.5. problems
Post by: WMCoolmon on January 12, 2005, 11:43:52 pm
Try taking out the mediaVPs and see if that fixes it.
Title: Post-3.6.5. problems
Post by: Trivial Psychic on January 12, 2005, 11:46:48 pm
Um, its looking for Lightspeed's remapped Cain.  The original Cain/Lilith model was cruiser03.pof, so he used the standard map as a base for his Lilith map, and then made some changes and created a different map for the Cain, but he had to make another model for it.  I'm guessing that you are missing the model, but your tables are looking for it.
Title: Post-3.6.5. problems
Post by: WMCoolmon on January 12, 2005, 11:51:44 pm
That'd explain it.
Title: Post-3.6.5. problems
Post by: Antares on January 13, 2005, 10:03:12 am
I did some playing after removing the media VPs, and everything worked fine.  No mission loading problems or crashes.

I'm working from a fresh install, so whatever's borking me up is probably in the VPs themselves.  I don't have any other mods or enhancements installed.  You might want to check the VPs for funky table/model problems.
Title: Post-3.6.5. problems
Post by: karajorma on January 13, 2005, 01:09:01 pm
Dammit. I meant to answer this one but when no one bumped it I missed it last time I logged on and forgot completely about it.  :rolleyes: :mad:

The answer is pretty much what Trivial Psychic describes. The ships.tbl in mv_aseffects.vp has a reference in it to Cruiser03x.pof which is the Cain pof that Lightspeed's effects use. This pof was in the old 3.5.6 version of  mv_models.vp but is missing in the current version.

Removing mv_aseffects.vp should end the problem for now (but will also remove all the new features of those tables). This is however less drastic than removing all your media.vp files.
Title: Post-3.6.5. problems
Post by: Karza on January 13, 2005, 02:06:22 pm
I fixed the problem by getting Lightspeed's latest shinemap pack, that includes the file in question. Putting it to the \data\models folder fixed it, but the game still crashes when loading a mission. Here's what the debug build told me about it:

Warning: Couldn't fix up turret indices in spline path

Model: cruiser01.pof
Path: $path02
Vertex: 1
Turret model id:13

This probably means the turret was not specified in ships.tbl
File:U:\src\cvs\fs2_open.testing\code\Ship\Ship.cpp
Line: 6448

Call stack:
------------------------------------------------------------------
parse_create_object()    parse_object()    parse_objects()    
parse_mission()    parse_main()    mission_load()  
game_start_mission()    game_enter_state()    gameseq_set_state()
game_process_event()    gameseq_process_events()    WinMainSub()
WinMain()    WinMainCRTStartup()    kernel32.dll 77e8141a()
------------------------------------------------------------------
Title: Post-3.6.5. problems
Post by: Trivial Psychic on January 13, 2005, 02:09:19 pm
That's the Fenris.  It would seem something's corrupt with your copy of the model.  There is a way to fix this but you have to load up the model in PCS.  I had this same problem with Raptor's up-gunned Orion from a year ago, and I had to edit it in PCS to fix the problem.
Title: Post-3.6.5. problems
Post by: operator on January 13, 2005, 08:42:47 pm
Quote
Originally posted by Karza
I fixed the problem by getting Lightspeed's latest shinemap pack, that includes the file in question.  


Where does one get this pack.. i'm having the same problem.
Title: Post-3.6.5. problems
Post by: Steel on January 13, 2005, 09:19:18 pm
or can it be fixed in the current, relavent media vp?
Title: Post-3.6.5. problems
Post by: Antares on January 13, 2005, 10:00:07 pm
It might be more prudent just to ask Lighty to upload the file somewhere for download.  The whole shinepack is a whopping 86 megs (link) (http://www.penguinbomb.com/lightspeed/ShineLT-build18.0.zip).
Title: Post-3.6.5. problems
Post by: operator on January 13, 2005, 10:30:26 pm
This is going to sound stupid, but where do the files in the zip go?
Title: Post-3.6.5. problems
Post by: karajorma on January 14, 2005, 02:47:41 am
Download this (http://homepage.ntlworld.com/karajorma/freespace/Downloads/Kara_Temporary_asEffects_Workaround.rar) and stick it in your main FS2 folder. That should cure the problem for now while remaining an obvious enough that people remember to remove it when the media vp's are updated.
Title: Post-3.6.5. problems
Post by: Karza on January 14, 2005, 03:06:13 am
Quote
Originally posted by Trivial Psychic
That's the Fenris.  It would seem something's corrupt with your copy of the model.  There is a way to fix this but you have to load up the model in PCS.  I had this same problem with Raptor's up-gunned Orion from a year ago, and I had to edit it in PCS to fix the problem.


PCS? And what exactly needs to be done with it?
Title: Post-3.6.5. problems
Post by: Primus on January 14, 2005, 03:13:27 am
PCS: http://dynamic6.gamespy.com/~freespace/fsdoc/index.php?pagename=PCS
Dl: https://sourceforge.net/projects/alliance/

But I can't tell you how to do it...
Title: Post-3.6.5. problems
Post by: Karza on January 14, 2005, 08:10:17 am
In other words, someone else's problem :) .
Title: Post-3.6.5. problems
Post by: Primus on January 14, 2005, 08:39:45 am
Indeed :)
(great place to live by the way)
Title: Post-3.6.5. problems
Post by: operator on January 14, 2005, 10:40:47 am
Quote
Originally posted by karajorma
Download this (http://homepage.ntlworld.com/karajorma/freespace/Downloads/Kara_Temporary_asEffects_Workaround.rar) and stick it in your main FS2 folder. That should cure the problem for now while remaining an obvious enough that people remember to remove it when the media vp's are updated.


Thank you :cool:
Title: Post-3.6.5. problems
Post by: karajorma on January 14, 2005, 12:03:50 pm
No problem. I had to make the VP to fix the problem for myself anyway so why not share it :D
Title: Post-3.6.5. problems
Post by: Antares on January 14, 2005, 04:45:47 pm
I'm getting some weird crashes here, caused by something in one of the VP files (no crashing when they're removed).  I CTD when almost any mission is about halfway done loading.

I thought the music.vp might be causing this, so I removed it.  This causes the mission to crash immediately when it begins loading, not just halfway. :wtf:

Oddly enough, a fix for this is to load up a working mission in the tech room (which there aren't many of, but "A Game of TAG" doesn't give me any problems), and exit back to the flight deck.  From there, I can play any mission normally.

Thoughts?
Title: Post-3.6.5. problems
Post by: Davros on January 14, 2005, 08:04:43 pm
i was having the same problem as antares i fixed it by pointing the launcher at fs2_open_3_6.exe instead of fs2_open_d.exe
Title: Post-3.6.5. problems
Post by: WeatherOp on January 14, 2005, 08:10:11 pm
Don't know if anyone else has had this problem or has said anything about it, but the Perseus's cockpit is missing.
Title: Post-3.6.5. problems
Post by: Trivial Psychic on January 15, 2005, 12:49:27 am
Quote
Originally posted by Karza
PCS? And what exactly needs to be done with it?

All turrets, subsystems, dockpoints and other things need paths layed out to align proper approach vectors for the AI.  Unlike MODview, PCS has the ablity to add and edit paths.  It would seem that path2 has something that FS2 doesn't like.  In the PCS Paths section, use the dropdown tab next to the "add path" button to select various paths.  When you find one with path name of $path02, go to the spot a little further down within the "verticies" category and where you see "Turrets".  If you click on the dropdown tab there and find any turrets liked to it, delete them using the "remove turret" button.  Then save the model and retry it.  Remember, you must have the pof extracted from a VP in order to edit it.  This may not do the trick, but it worked for me when I had that error message.
Title: Post-3.6.5. problems
Post by: operator on January 15, 2005, 01:24:01 am
FS2 crashes before mission is completely loaded ("Battle of the Wilderness) compalins about nvogntl.dll or something like that.

Removing mv_effects.vp fixes this problem... so I guess it must be the vp's fault.