Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diceman111 on April 14, 2007, 05:14:05 pm
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Hi everyone, I get this error:
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:
------------------------------------------------------------------
------------------------------------------------------------------
Now I think I know the reason for this its cause of TrashMans F***** up tables that he sent me to go along all of the models we are using for Flames Of War Chapter III so I was wondering if anybody had any advise on where to start to look in the tables files to find the error.
(This works for trashman)
Also I use the 3.6.9 build
/Dice
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Ok ran a debug build and besides alot of nonsens error I got this one
Assert: bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS
File: J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 3530
[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()------------------------------------------------------------------
then the game chrashed
the strange part is that in the ships.tbl file line 3530 and around there is for the NTF Iceni ?????
Strangest thing I have seen
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That is the line number in the particular piece of code (ModelRead.cpp, line 3530), not the line number in ships.tbl
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ok well learned something new today atleast
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That model file <none> is prolyl the most irritating error. I got it mysel a few times but managed to tix it by either using a different build or playing with the table files.
Thing is - Diceman got all the latest files I myself use (I sent him the tables yesterday) and everything works fine by me.
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Does diceman have something else overriding or partially overriding TrashMan's tables? Any vp with a higher name will override and vp with a lower name, and any file / vp higher up in the directory / mod list will override a later one.
eg, ships.tbl in INFA's data\tables dir would override the one in the INFA vp
If both the INFA vps, 1_HTL.vp and 2_INF_Core.vp had ships.tbl, 1_HTL.vp's version would override 2_INF_Core's version (they don't, but that's how it would work if they did).
Now, if you had either a vp file or a \data\tables\ships.tbl file in the mediavps directory, since the INFA points to that in it's mod.ini secondarylist, if it was not found in INFA, the one in mediavps would be used. If not there, then the main FS data dir / vp files would be used. It's kind of confusing, but in short:
Rule 1) actual files in actual directories take precedence over files in .vp file directories
Rule 2) higher level (a vs b, 1 vs 2) .vp files take precedence over lower level .vp files
Rule 3) mods files take precedence over the next level of dependent mod files, eg INFA overrides mediavps overrides FS2 main data/vp files.
(((Rules 1 and 2 are applied within each level of Rule 3, but not across the different levels of Rule 3)))
--Did I thoroughly confuse you now? :D
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Does diceman have something else overriding or partially overriding TrashMan's tables? Any vp with a higher name will override and vp with a lower name, and any file / vp higher up in the directory / mod list will override a later one.
eg, ships.tbl in INFA's data\tables dir would override the one in the INFA vp
If both the INFA vps, 1_HTL.vp and 2_INF_Core.vp had ships.tbl, 1_HTL.vp's version would override 2_INF_Core's version (they don't, but that's how it would work if they did).
Now, if you had either a vp file or a \data\tables\ships.tbl file in the mediavps directory, since the INFA points to that in it's mod.ini secondarylist, if it was not found in INFA, the one in mediavps would be used. If not there, then the main FS data dir / vp files would be used. It's kind of confusing, but in short:
Rule 1) actual files in actual directories take precedence over files in .vp file directories
Rule 2) higher level (a vs b, 1 vs 2) .vp files take precedence over lower level .vp files
Rule 3) mods files take precedence over the next level of dependent mod files, eg INFA overrides mediavps overrides FS2 main data/vp files.
(((Rules 1 and 2 are applied within each level of Rule 3, but not across the different levels of Rule 3)))
--Did I thoroughly confuse you now? :D
Well no acctualy I figured that this might be a problem so I checked and the only thing in the mediavps folder are the media vp's (and the cache folder), and the three vp that contain the models etc. dont have the tables in them.
EDIT: Also I tried to extract everything from the vp into the data folder (in the mod folder) but that didnt work either
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IIRC the model file <none> error means that you have more than 130 shipclasses in game (if not using inferno builds). So make sure you have less than that from the ships.tbl and from the various *-shp.tbm entries without '+nocreate' line.
So try for example without mediavps.
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IIRC the model file <none> error means that you have more than 130 shipclasses in game (if not using inferno builds). So make sure you have less than that from the ships.tbl and from the various *-shp.tbm entries without '+nocreate' line.
So try for example without mediavps.
Tried with not using the mediavps but that didnt work either also tried using an inferno build but that didnt work either.
However since I use a new ships.tbl and not *-shp.tbm(witch I prefer) shouldent that overwrite the ordinary ships.tbl in the mediavps.
/Dice
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No, IIRC most of the time .tbms add to the current ships.tbl... although I do believe you can configure it to override certain ships if you want it to. Isn't that what +nocreate means? Don't create a new entry; modify an existing one?
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mm, +nocreate means it is a modifying entry.
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So I am correct in inferring that. :D (I feel happy :lol: )
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Dice, you might want to try removing a few ships from the tables (mainly some poorly used ones) as a test.
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the main campaing never uses the spacehunk...and the large asteroid model... thats 2 ships you can have extra. until then, wait for 3.7.0 to push the limits.
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the main campaing never uses the spacehunk...and the large asteroid model... thats 2 ships you can have extra. until then, wait for 3.7.0 to push the limits.
Well I sdont think its the ship limit cause TrashMan gets it to work besides I have tried with an Inferno build and I still got the same errors
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im lost. post the table and let the pros handle it. anything else i recomend will be useless if what you say is true.
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Ok heres the ships.tbl file if anybody has any ideas plz let me know
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Well, you have three instances of "#End" in there; IIRC, you're only supposed to have one; err, umm, at the end! ;)
EDIT: Aggh! It burns! After that insulting post from Wanderer (which I deserved), I looked at the root_fs2.vp: yes, #End is in there just like it is in your file. I guess it means end of section, not end of file. Apparently I DNRC (did not recall correctly). :sigh:
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jr2.. If you dont have a clue what you are talking about could you just keep quiet?
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Ok well I got it to work created a clean install of FS and that seem to have worked, dont know why it didnt work but it does now, thx for the help everyone
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I'd unattach the Ships.tbl if I were you BTW, it contains many spoilers for your campaign and lots of people have downloaded it just for that.
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hmm yes well have done that but besides I dont think some of the latest models are in it
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Nope..lots of models are still missing from that file :D
And the techroom descriptions are also prone to change...but I do guess some got a little sneak preview...fortunately I didn't put major campaign events in the techroom...yet
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if your on HLP; you're probably already spoiled.
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if your on HLP; you're probably already spoiled.
:wtf:
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thats an answer i got when i said someone was posting freespace spoilers. no harm in reusing it.
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They were probably referring to the main FS2 campaign though. Not some random mod.
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They were probably referring to the main FS2 campaign though. Not some random mod.
Yeah proberly