Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: SF-Junky on September 04, 2008, 03:54:33 am

Title: The What If bug fix thread
Post by: SF-Junky on September 04, 2008, 03:54:33 am
No, I get different warnings.  Stuff like "cannot find Hornet#Weak in the weapon loadout" which means that you deleted it from weapons.tbl but forgot to delete it from the ship loadout.  Stuff like missing LODs on the weapons.  Stuff like... missing textures. :sigh:

If you have questions, I suggest you post in the Support forum.  It's much better to get rid of all the warnings and assertions before you release the campaign. ;)
Here it is. My question: What exactly is the problem? As I said in the campaign thread I never got any warnings about missing textures or such stuff. Neither did my beta tester and several other persons. I just don't know what to do. :(
Title: Re: The What If bug fix thread
Post by: Jeff Vader on September 04, 2008, 08:33:57 am
Play it with a debug build. Read the fs2_open.log once in a while, especially if you experience a crash. That should reveal at least some bugs.
Title: Re: The What If bug fix thread
Post by: SF-Junky on September 04, 2008, 03:31:54 pm
This happenes when I try to run WhatIf in debug mode:

Code: [Select]
Warning: Type of weapon SRed entry does not agree with original entry type.
File: Weapons.cpp
Line: 2096


Call stack:
------------------------------------------------------------------
    parse_weaponstbl()    parse_modular_table()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817067()
------------------------------------------------------------------

When I go to "no", it switches through the following beams: SAAA, LRed, BFRed, AAAf, AAAh, S-AAA-Weak, Ultra-Anti-fighter-beam time and again. This even occours when I remove the weapons.tbl from my mod's folder. Since it's a Great War era mod, it then should use the FSPort's weapons.tbl which doesn't include those beam weapons. But still, that very same error massage appears.


I already posted this in another thread some time ago, but nobody couldn't help me about it then. So... as long as I dunno what exactly the problem is, I can't fix it!
Title: Re: The What If bug fix thread
Post by: karajorma on September 04, 2008, 03:34:23 pm
It's a media VP error. I get that one too.

Is that the only error you get?
Title: Re: The What If bug fix thread
Post by: ShadowGorrath on September 04, 2008, 03:37:32 pm
The problem with the beams is because of the 3.6.10 mediavp adv effects beams, so it's not your fault.

By the way: grammar mistakes, shielded apollo in the first mission, some other bugs, and my favourite: the Lilith's beam effect is missing. My fave cause I died when I flown into the invisible beam.
Title: Re: The What If bug fix thread
Post by: SF-Junky on September 04, 2008, 05:29:04 pm
Is that the only error you get?
When I remove all the media_vps, I get

Code: [Select]
Warning: Weapon explosion 'Akheton_Impact' does not have an LOD0 anim!
File: Weapons.cpp
Line: 1241


Call stack:
------------------------------------------------------------------
    weapon_expl_info_init()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817067()
------------------------------------------------------------------

Seems to switch through any weapon.


Title: Re: The What If bug fix thread
Post by: Macfie on September 04, 2008, 07:36:02 pm
I never saw the missing Lilith beam effect.  Were you using the MV_AdvancedEffects.vp?
Title: Re: The What If bug fix thread
Post by: karajorma on September 05, 2008, 01:31:11 am
When I remove all the media_vps, I get

Code: [Select]
Warning: Weapon explosion 'Akheton_Impact' does not have an LOD0 anim!
File: Weapons.cpp
Line: 1241


Call stack:
------------------------------------------------------------------
    weapon_expl_info_init()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817067()
------------------------------------------------------------------

Seems to switch through any weapon.

Have you altered the weapons.tbl or added any weapons .tbm files? If so that's probably a side effect of you making the media VPs mandatory with your changes. Otherwise you do have a bug (probably a rogue table) somewhere.


I'm moving this to the modding forum cause I think more people there can help you and cause the Support forum is really for end-users not the actual campaign designer. :p
Title: Re: The What If bug fix thread
Post by: SF-Junky on September 05, 2008, 03:25:19 am
Have you altered the weapons.tbl or added any weapons .tbm files? If so that's probably a side effect of you making the media VPs mandatory with your changes. Otherwise you do have a bug (probably a rogue table) somewhere.
Both. In the .tbl I have some minor changings like "in tech database" flags deleted und the order of entries changed. But all the important alterations are in a .tbm.

@Lilith beam
That's odd, too. The MRed I used for the Lilith is nothing but a table-mod from the SRed.
Title: Re: The What If bug fix thread
Post by: Lucika on January 27, 2009, 01:03:24 pm
Hello, I have to resurrect that topic. I have 3.6.10 and downloaded FSO by Turey's latest.

Error: Can't open model file <navbuoy-vasudan.pof>
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:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: The What If bug fix thread
Post by: Jeff Vader on January 27, 2009, 01:14:35 pm
I thought we had already solved this issue (http://www.hard-light.net/forums/index.php/topic,56156.msg1193387.html#msg1193387).
Title: Re: The What If bug fix thread
Post by: Lucika on November 02, 2009, 04:41:20 pm
I launch Tenderizer and after the first messages (All clear) nothing happens AT ALL.
Title: Re: The What If bug fix thread
Post by: The E on November 02, 2009, 04:45:25 pm
Can you run a debug build (fs2_open_3_6_10d.exe) and post the fs2_open.log file from the data folder here?
Title: Re: The What If bug fix thread
Post by: Lucika on November 02, 2009, 05:27:09 pm
Debug crashes with this (in the topic that has been linked earlier I've been asked for a debug too but apparently I can't get it) error message:

Warning: Type of weapon SRed entry does not agree with original entry type.
File: Weapons.cpp
Line: 2101


Call stack:
------------------------------------------------------------------
    parse_weaponstbl()    parse_modular_table()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 75b14911()
    ntdll.dll 770fe4b6()
    ntdll.dll 770fe489()
------------------------------------------------------------------
Title: Re: The What If bug fix thread
Post by: The E on November 02, 2009, 05:43:22 pm
If you are on Vista, you need to go to the Data folder, and then click on the "Compatibility Files" button.
Title: Re: The What If bug fix thread
Post by: Lucika on November 02, 2009, 07:04:08 pm
If you are on Vista, you need to go to the Data folder, and then click on the "Compatibility Files" button.

Oh thx. I can't tell you how I hate Vista.
Title: Re: The What If bug fix thread
Post by: chief1983 on November 04, 2009, 07:44:54 pm
lol wut

Honestly, I'm on vista and have never had to do anything about Compatability stuff.  What's this about?
Title: Re: The What If bug fix thread
Post by: The E on November 04, 2009, 08:06:19 pm
If you have FSO installed in C:\Program Files\, the log will not be in C:\Program Files\FS2\data, but in C:\Users\<Username>\appdata\local\Virtualstore\Program Files\FS2\data. The "Compatibility files" button (which is in that area under the location bar) is a shortcut for any folders that have been virtualized like that.
The screenshots folder is treated the same way.

The reason for this is that Vista and 7 will redirect write attempts by any non-admin program even when it tries to access its own folder to that Virtualstore location. The OS is set up to do that behind the programs' back, as it were.
Title: Re: The What If bug fix thread
Post by: chief1983 on November 04, 2009, 08:09:37 pm
Figured it was a program files issue.  Don't install there :P
Title: Re: The What If bug fix thread
Post by: SF-Junky on November 05, 2009, 03:58:43 am
The fixed version of What If has still not been uploaded. I will do this by the end of this year (hopefully). So I ask for patience. :)