Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: asyikarea51 on September 04, 2006, 09:27:06 pm
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I'm getting a strange bug whereby when I go into external view, the game crashes.
I can see the ship model just fine in the Techroom, and when I fly other ships, I can go into external just fine, but when I fly this one particular ship and try to jump out or go into external view, BAM! game crash...
I can't use a debug build because I get this problem before I even start:
Assert: count < max_ints
File: c:\fs2_open\code\parse\parselo.cpp
Line: 2382
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-P420060825.exe 00808e37()
fs2_open_d-P420060825.exe 0080bf97()
fs2_open_d-P420060825.exe 008e22ce()
fs2_open_d-P420060825.exe 0080c46f()
fs2_open_d-P420060825.exe 006ece89()
fs2_open_d-P420060825.exe 006f9bf9()
fs2_open_d-P420060825.exe 006f9f29()
fs2_open_d-P420060825.exe 00b9c397()
kernel32.dll 7c816fd7()
------------------------------------------------------------------
But I don't think it's a problem with .exe's because the ship was working fine last week. At least, that's as far as I can remember... :doubt:
FS2 Open - August 25, 2006
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Why are you using such an old debug build? Get yourself to the Recent Builds forum and get 3.6.9 RC 7.
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:wtf: Old debug build? RC7 was released 31st Aug....
Some people are still using the files found from the SCP site like 3.6.7 and 'recent' builds like 08/25/2005 Build by redmenace(fs2_open). Atleast he is using one that aint more than a year old
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Misread the date on that one. :) It's a recent build.
Nonetheless the advice is still sound. CVS builds are likely to be less stable than the 3.6.9 RCs.
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:lol:, I'm using ShivanSpS's pack. I can't be on a 2005 build...
:confused: RC7 doesn't work either. It's definitely not a case of the exe's.
It's only this one ship that causes a crash when I hit the asterisk on the keypad, or when I jump out. All others work in external view and jump out just fine.
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Well, which ship is it?
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It's a MediaVPs Ulysses with the gunpoints edited and the texture changed to one I found on Hades Combine. The textures used for the shiny techroom effect (they're called glowpoints or something?) were also pasted onto the thing (aka more file renames, since I can't model or texture for nuts). Also changed the texture names to keep some uniformity, if that matters. If the MediaVPs doesn't actually have a new Ulysses, then I probably just took the one off the retail VPs.
Uses its own tables.
I think it's an error on my part, but I have no idea what I did wrong.
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You really should have mentioned that this was with a mod right from the start :p
The standard ulysses works I presume? Post up the table for your mod and we can take a look at it.
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You really should have mentioned that this was with a mod right from the start :p
The standard ulysses works I presume? Post up the table for your mod and we can take a look at it.
Eh? I forgot to say that? I thought it was understood when I started the thread in the modding section :lol: My bad. (bows down) And yes, the regular Bat works in external view like a charm. ;)
Here's the table... Man, I really don't want to spoil the plot, but what to do, I'm trying to get this working. Still needs refinement though. :p
#Ship Classes
$Name: (name removed xD)
$Short name: TFight
$Species: Terran
+Type: XSTR("Ultra-Light Fighter", -1)
+Maneuverability: XSTR("Excellent", -1)
+Armor: XSTR("Medium", -1)
+Manufacturer: XSTR("Various", -1)
+Description: XSTR( " ", -1)
$end_multi_text
+Tech Description:
XSTR(" ", -1)
$end_multi_text
+Length: 16 m
+Gun Mounts: 4
+Missile Banks: 1
$POF file: LiteGZC.pof
$Detail distance: (0, 120, 300, 900)
; $ND: 42 42 244
$Show damage: YES
$Density: 1
$Damp: 0.1
$Rotdamp: 0.265
$Max Velocity: 0.0, 0.0, 90.0 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 2.0, 2.1, 3.0
$Rear Velocity: 0.0
$Forward accel: 1.0
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 55.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 30.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "GZW Insolent" )
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )
$Default PBanks: ( "GZW Insolent" )
$Allowed SBanks: ( "GZM Dart" "GZM Archon" "SM Rocket" )
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" "Harpoon D" )
$Default SBanks: ( "GZM Dart" )
$SBank Capacity: ( 23 )
$Shields: 350
$Shield Color: 3 255 100
$Power Output: 1.75
$Max Oclk Speed: 105.0
$Max Weapon Eng: 120.0
$Hitpoints: 245
$Flags: ( "player_ship" "fighter" "in tech database")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 185.0
+Aburn For accel: 0.7
+Aburn Fuel: 240.0
+Aburn Burn Rate: 60.0
+Aburn Rec Rate: 40.0
$Countermeasures: 35
$Scan time: 1500
$EngineSnd: 133 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -22
$Closeup_zoom: 0.5
$Shield_icon: shield-f01
$Ship_icon: iconfighter01
$Ship_anim: ODY
$Ship_overhead: LODODYSSEUS
$Score: 18
$Trail:
+Offset: -7.75 -2.8 0.75
+Start Width: 0.75
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 2.0
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: 7.75 -2.8 0.75
+Start Width: 0.75
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 2.0
+Spew Time: 60
+Bitmap: Contrail01
$Subsystem: communication, 10, 0
$Subsystem: navigation, 10, 0
$Subsystem: weapons, 20, 0
$Subsystem: sensors, 10, 0
$Subsystem: engines, 35, 0
#End
:)
EDIT: :wtf: I might double-post by accident... Firefox suddenly cut out on me :wtf:
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I'm not much of a tabler so in the meanwhile my only suggestion is to revert to the usual Ulysses and try those weapons on a different ship.
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How does your weapons table look, then? May I presume that you have checked, double-checked and triple-checked the weapon entries that the match with your ships table? It could be that; if the weapons table is correct in itself it won't give error of course, but the ships table tries to call a weapon with wrong name...
And, perhaps you have another weapons table somewhere that supercedes your modified weapons table? :nervous: That happened to me when I started meddling with beams.
I hope you get your problem sorted. ;)
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I believe the weapons are working fine, but it won't hurt to test them again... I deleted the other ships that were firing the same weapon because they were high-poly and had cockpits... I prefer to keep uniformity, either high or low poly only... and cockpitted models are hard to find xD
The error is just that - when I go into external view or jump out with this particular ship, the game just goes off. So long as I stay in the cockpit view and don't jump out, the ship can fly, shoot and dodge just fine. :shaking: None of my other mod ships have the same problem. :confused:
I had a weapons.tbl stuck in a VP I downloaded and removed it, but I still have the problem. Though I can try merging my tbm's together and see if it works. I'm using several weapons tbm's because I didn't want to get confused between different factions. Come to think of it, I just started meddling with beams only two days ago... :lol:
I'll reply again once I've finished troubleshooting. :)
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I'd say the problem lies within the external camera, bacause it's also involved in jump-out sequence.
That said, I have no idea what causes it. What happens if there are multiple similar craft in mission, you transfer yourself to other one's cockpit and then attempt to use external view? And how do those other similar fighters look like?
If they don't show themselves either or crash the game, then there's maybe something awry with the textures you've made the thing use. Dunno what. My modding experience is quite limited at time being.
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I had a feeling it wasn't related to weapons. I flew Scooby's Piranha like, 5 minutes ago with the custom weapons, and I can go into external camera just fine.
I've never tried having multiple similar craft in the mission, so I can't give an answer to that, but I'll add it to my list of to-do's. When I do testing I'm usually the only person flying the custom craft since I'm out balancing the weapons most of the time (unfortunately, some of the weapons still kick too much arse xD).
hmm... I've still got time for a quick FRED and test before I head off for class... :lol:
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Sorry for the double post...
Ahwell. Crafted a 10-second mission and loaded it. Alpha Wing (player + 3wingmen), flying 4 of the said modded Ulysses. When I click "Commit"...
BANG! "Freespace has encountered a BLAH BLAH BLAH BLAH..." (Windows error message)
EDIT: BTW, if I change the "$POF File:" tag to reference the original Ulysses POF instead of the modified POF, (and change the Default P/SBanks accordingly of course, since the gun banks are different), the game will still crash. But the original Ulysses will still work perfectly (although I've never actually tried a case where I have the 2 different Ulysses sharing the same POF and in the same mission).
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Looks like both the missiles and the modded uly is causing problems. Run a debug build and post the crash message here. (Thats the best advice I can think of, not being a coder)
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:(
I wish I could, but I'm still getting the count < max_inits error on startup. I dunno if that has anything to do with the problem though...
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I'm still getting the same crashiness even after merging the weapon tbm's. In case it matters, I turned the mediavps off in the mod.ini and tried again, but the result remains.
I have no idea what is going on... I frequently test-fire any new guns and missiles that I add (that includes capship weapons via cheats and 30-second FREDding) so it's most definitely not a weapon problem.
Guess my only option now is to either redo the table entries for the ship from scratch, or drop the ship altogether. There goes one idea... (Bangwal)
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The problem is that although I know what is causing that assertion there are about 20 different places in the code that could be calling it.
Any chance of letting me get a hold of your mod so that I can trace out the cause of the problem?
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I'll find a place to upload it after I clean up the files that I'm not using. :) Right now it's an utter mish-mash of VPs, tbm's and sounds from various places, since I just got started... xD
Geocities free has crap space...
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That's probably the cause. :p
But if it's not working after that I'll take a look at it.
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Right, it's RAR'd and coming in at... at... 14,107kb :lol: for something rather crappy xD
Now where do I upload it... Other than the fact that I'm just plain worried about the tech descriptions... since I'm not making any effort to remove them :shaking:
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You can send me the link in a PM if you want to keep it secret.
Uploading is basically a case of trying on of the various free upload sites that are dotted about the net. I'm sure the others can recommend some good ones.
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Just to double-check, I extracted the RAR contents into a separate mod folder, and I got the crash again.
Pfft, gotta wait ~40 minutes to upload the file... I'll drop a PM with the link when it's done.
Thanks lots for offering to help, I appreciate it... :)
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I know I shouldn't be bringing up a thread this old, but it's struck again.
This time it's in Inferno R1, in a self-made quickie mission where the player has to shoot down a Gigas :lol:. The moment I press the external view camera button (or jump out) while flying the SOB Artemis Adv, BANG! Crash.
I tried running a debug build but all I'm getting is lame errors about the Gigas missing a load of subsystems, and I can't bypass them. I tried a TBM with the bad entries removed but I'm still getting t3h error as shown in the code box below. Deleting the cache folder didn't work either. -_-||
:confused: :shaking:
below is the error caused by the Gigas problem, not the actual problem I'm after [which is the game crashing when going into external view, or jumping out, while flying certain ships]... (Bangwal)
Assert: pm->num_split_plane <= MAX_SPLIT_PLANE
File: C:\temp\fs2_open_3_6_9.t\code\Model\ModelRead.cpp
Line: 2697
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
model_load() ship_create() parse_create_object_sub() parse_create_object() mission_parse_maybe_create_parse_object() post_process_ships_wings() post_process_mission() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events()------------------------------------------------------------------
FS2 Open 3_6_9 RC7
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I'll take a look into it. Remind me if I haven't said anything by tomorrow.