Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on January 03, 2007, 06:58:22 am
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Something realyl strange is happening with my FS2.
I made a simple mission (for testing purposes) with my Archangel and Deimos following waypoints in a nebula and 2 Sathanases jumping in 120 seconds later. that's it - no events, no nothing.
when I try the mission in the simulator I get this:
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
I figurte there's probably something wrong with the mission file, as al lthe ships and weapons worked before wihtout a hitch. So I make hte mission again from scratch, exact same setup.
Got the same chrash again.
So I try to figure out what the problem is - load up some previous mission with the archy..works fine, ship shoots nad blows up nicely. Sath is stock so that can't be it either.
K..then I got the latest 3.6.9. release and make hte mission in that build. run it - same chrash.
Right..now it's getting wierd.
So I try something new.. I re-made a mission I made 2 days before (and that worked allright). Chrash.
I make something simple.. jsut the archangel and the sath..absolutely nothing else excapt Alpha1. Chrash..
Now I'm utterly confused. It seems everything I make chrashes. Old mission work. New mission, EXACTLY the same, same ships, same loadout, smae everything - crash...
go figure :wtf:
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Anyone have any ideas? I kinda can't continue making the campaign untill I get around this....
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try running a debug build, if there isn't an offical one, use any of the builds I've posted recently.
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3.6.9 debug exe gives me this:
Warning: Couldn't open texture 'PrometheusR_Bitmap'
referenced by weapon 'Prometheus R'
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 2135
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Couldn't open glow texture 'Laser01'
referenced by weapon 'Thunderstorm'
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 2176
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: $Rearm Rate for ballistic primary Vindicator II not specified. Defaulting to 100...
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 2568
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Couldn't open texture 'VulcanX'
referenced by weapon 'Vulcan'
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 2135
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Bogus string in weapon flags: Big Damage
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1605
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Couldn't open texture 'Alouqua_Bitmap'
referenced by weapon 'Shivan Light Laser'
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 2135
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: Bogus string in weapon flags: bigship
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1605
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Tehre are more, but they are basicly the same, only for different weapons..strange! LOL
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Perhaps you should see to fixing those errors.
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yeah see if you can fix those, I wouldn't be supprised if one of those is what's causeing this.
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Strange thing is - all the weapon bitmaps are in the Data/Effect folder (Vulcan.vmp, Vindicator.bmp) or the media VP's (standard FS2 weapons bitmaps)
Altough I did copy some of hte weaoneffects from the eariler media VP directly into hte effects folder. I'll try removing them, maby that's causing problems.
And what the hell are those errors with the flags?
Big Damage? bigship? Those two flags are standard flags that have been there since forever????
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I've never heard of a "bigship" flag. "Big Damage" is a ship flag.
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"Big Ship" is a weapon flag, restricting weapon to capitals only if I recall correctly.
I found one weapon where I wrote bigship..strangely that weapon was mounted on the archangel and it fires fine on the older mission???
As I recall "Big Damage" is for weapons that can destroy large ships (cruiser, destroyers) but not supercaps.
Supercap flag is for weapons that can wax juggs. Allways been that way - the weapons worked on far older builds without a hitch.. Hell, they worked on my older missions!
The errors I don't get are the wepon bitmaps!
Warning: Couldn't open texture 'Alouqua_Bitmap'
All the bitmpas it can't find are in the Media VP's..and it only can't find the 4 posted above, there is no warning for others?
EDIT:
I'm going insane!
First, the debug build tellsm that the "ballistic primaries" flag is not required anymore and that I can remove it.
I did that and now it tells me that I made a error by specifiny PBank capacity for a non-ballistic-primaries enables ship???
Warning: Pbank capacity specified for non-ballistic-primary-enabled ship GTF Hercules Mark III.
Resetting capacities to 0.
File:J:\src\cvs\fs2_open_3_6_9.final\code\ship\Ship.cpp
Line: 4822
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Even stranger it gives me errors for some ships, saying they don't have their PBanck capacity specified entirely? WTF? the ship has 2 weapon mounts and 2 capacity fields, like this:
$PBank Capacity: ( 16, 16 )
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Strange thing is - all the weapon bitmaps are in the Data/Effect folder (Vulcan.vmp, Vindicator.bmp) or the media VP's (standard FS2 weapons bitmaps)
When did FSO recognize .bmp files? Re-save copies as DDS files and it should be able to find them.
As for the "Big Damage" flag, that's actually a SHIP flag, not a WEAPON flag. "Big Damage" flags a ship as requiring weapons with "Huge" in their flags, in order to destroy it. If you have "Big Damage" as a weapon flag, replace it with "Huge".
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My mistake, I wrote bitmaps but they are .pcx files. And the Kayes, and other are .dds files in the Media VP but it's STILL complains that it can't find them.
As for the flags, I'll change them as you say, but I don't get it. I made some of the weapon ages ago and they worked on all previous builds as well as on retail with no problems...
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Right, the flags error is gone..
I still get the weapon bitmaps error and I stil lget hte primary banck capacity wierdness. The build starts and I load up a mission - and now it can't find half the textures on my ships! (specificly, the archangel!)
What is used instead of ballistic_primaries?
If I put them it telsl me it's obsolete, and apparently my ships are non-ballistic-primaries enabled???
Also, I get this here:
Assert: sip->subsystems[j].model_num == sip->modelnum
File: J:\src\cvs\fs2_open_3_6_9.final\code\ship\Ship.cpp
Line: 14692
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
level_page_in() freespace_mission_load_stuff() game_post_level_init() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
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Regarding the missing bitmaps thing, just a thought... you wouldn't be running this as a mod would you? You wouldn't happen to have your media VPs in a mod folder of the FS2 main would you? It could be that you haven't got your -mod command line set up properly. If this is the case, you might try extracting the files its complaining about into an effects (or maps, as the case may be) folder in your main mod directory. If you've got dds maps on your ships that aren't showing up, make sure that they are power-of-2 in their dimensions.
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if you have pcx textures double check that you remembered to color reduce them, I do that all the time.
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As a matter of fact, I did! I now reduced their colors, but it's not that that causes the chrash, as the ship loads properly despite the warnings.
It's this thing here:
Assert: sip->subsystems[j].model_num == sip->modelnum
File: J:\src\cvs\fs2_open_3_6_9.final\code\ship\Ship.cpp
Line: 14692
EDIT: And I'm not running any mod ATM. Media VP's are in the FS2 root directory where they have allways been. I'l ltry extracting though.
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Ok - fixed al lthe effect bitmaps (apparently, some weapon bitmaps have been re-named or something, since they are not in the Media VP's, at least not under those names.. Prometheus_Bitmap for instance is not there.. Could be I used some weapons effect pack when I was making those weapons..strange how I never got no errors before..)
What remain is still the primary banks capacity and ballistic-primaries errors (WTF??!?!?!?!), the one in the post before, the "more than 130 ship classes" and this:
Warning: Unable to find a sufficient number of bitmaps for this mission's background. The background will not be displayed.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Starfield\StarField.cpp
Line: 3393
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_bitmaps() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
Warning: For ship 'GTVBS Archangel MK2', detail level
mismatch (POF needs 5)
File:J:\src\cvs\fs2_open_3_6_9.final\code\ship\Ship.cpp
Line: 8627
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
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() game_main() WinMain()------------------------------------------------------------------
Warning: Couldn't open texture 'shieldhit01a'
referenced by model 'PersAdv.pof'
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 3056
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
read_model_file() model_load() ss_load_icons() ss_load_all_icons() ship_select_common_init() common_select_init() brief_init() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
The mission managed ot load though..making some breaktrough...
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EDIT: And I'm not running any mod ATM. Media VP's are in the FS2 root directory where they have allways been.
You just lost any interest I had in helping you with this problem.
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:lol:
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Just move those Media VP's into a new folder in the Freespace2 root... call it Open or something. You know the drill... you generally run them in another folder so it doesnt interfere. Fix that and then try to see if you have errors.
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I fail to see how that would affect anything, given that the Media VP's have been there since their first version, and I run countless mods and campaign from their respective folders (including my own) with no trouble.
But OK...
EDIT: Nope..no effect..
Still the ballistic and primary thingy and the ship classes > 130.
Ok, the ship classes I get, as that's the (STUPID) limit, but WHAT THE HELL IS WRONG WITH THOSE FRIGGIN BALLISTIC PRIMARIES?!?!?!
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>130 ships breaks multiplayer in 3.6.9. That's fixed in CVS builds but it requires pilot file changes before it's at all stable enough to be put into a non-inferno build.
And referring to limits as stupid when you don't have a clue as to why they exist isn't exactly predisposing me to help you any either.
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I'm playing singleplayer and making a singleplayer campaign. Multiplayer limits don't concern me.
And aren't there FSO build with higher limits? I know some campaigns are using them...
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You can switch to an Inferno build to get around the ship and weapons limits. It also has a higher textures-per-submodel limit, which IIRC, I've found many of your models ride the limit on that... at least the ones I'm using. Switching to Inferno builds however, make the pilots you access with it, incompatible with standard FSO builds. So, what you CAN do is switch to Inferno builds for your own purposes, but should you be working towards a campaign using these ships or something, you can plan for said campaign to become available AFTER the ship limits have been made dynamic, by which time everyone will have to convert their pilots. Also, the most recent Inferno build was from 2006/11/30.
For this:
Warning: For ship 'GTVBS Archangel MK2', detail level mismatch (POF needs 5)
It appears as though your table file references 5 LODS, but the model has... something other than that. Change the table to match the model.
For this:
Warning: Unable to find a sufficient number of bitmaps for this mission's background. The background will not be displayed.
This may be that you're opening a mission which you made with a different background list. Open up the mission in Wordpad and scroll to the bottom to see what backgrounds you've selected, then make sure the images themselves are there, and that they're referenced in the stars.tbl.
For this:
Warning: Couldn't open texture 'shieldhit01a' referenced by model 'PersAdv.pof'
It seems as though its trying to open a shieldhit01a texture on the model itself. I'd open the model in PCS and see what textures it references.
Not sure what to do about the Ballistic Primaries thing.
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I allready fixed all the other errors...
Strange, on the normal build I don't get any more errors, but the dubug build is constantly churning out that ballistic primaries and primary banck capacity errors...
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Do the weapons work as advertised in the release build?