Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: asyikarea51 on October 06, 2006, 11:45:51 pm
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I'm not sure if this the correct place to post, but I decided to post here because I'm not sure if the crashes and debug messages I'm going through are related to the mod, or the SCP, or some other whatnot. I may or may not run into more problems like this one while troubleshooting...
First one: does anyone know what causes this?
Assert: Polygon_models[num]->id == model_num
File: C:\temp\fs2_open_3_6_9.t\code\Model\ModelRead.cpp
Line: 3581
[This filename points to the location of a file on the computer that built this executable]
Call stack:
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draw_model_rotating() weapon_select_do() game_do_state() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
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369 RC7 debug, crash in Techroom when clicking on "Weapon Loadout". "Use models for ship selection" is on. (Off results in crashes since I haven't really sorted out the ani's yet...)
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Nevermind, figured this one out. :)
Back to bug hunting...
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What caused it out of interest?
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I forgot to add the new weapons into the team loadout in FRED. So there were no weapons available for my modded ship LOL...
Still troubleshooting stuff right now (adding ships one by one and stuff)... Found another bug related to sounds and reloading ballistic weapons. My errors just get weirder and weirder... :lol:
Maybe I should request that this thread be moved to the Modding section or something... Bangwal
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Uhh... okay... here's another one... again I'm unsure if it's a mod problem or if it's an SCP problem Bangwal
I get a really nutz0r sound error when I install a ballistic weapon in the first primary slot, fire off a few rounds, and then call in for a reload. The ballistic primary doesn't reload (Missiles and stuff still do), while at the same time, some crazy sound plays with a really annoying trrrrrrrrish effect like as though the sound was being played over and over again every 0.001 seconds. (Dunno exactly which, because the sound is looping waaay too fast). Then when I abort the rearm, aside from getting a (minor) collision with the support ship, I suddenly hear a warmdown beam sound.
The sound is any one of these three entries: 196, 200 or 203 in my sounds.tbl, #Game Sounds Start/End sections.
If both slots are fitted with ballistic weapons, or if the second primary slot is given the ballistic (instead of the first), the error magically goes away. Debug build catches nothing, map is blank with only the mod ship (troubleshooting the camera crash error as usual).
edit: I think the sound that's being played over and over again at an insane rate is actually the warmdown beam sound...
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I've semi-fixed the initial error in my local codebase. (It should simply not try to display the model now, rather than go kablooie.)