Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Dragon on May 02, 2009, 02:29:00 pm

Title: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 02, 2009, 02:29:00 pm
I decided to post because I got annoyed by this error and would like to solve this problem once and for all.
The problem is: I was debugging my mod using 3.6.10 RC2 INF build and after giving lot of useful information it sends this message:
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: sip->primary_bank_weapons[i] >= 0File: Ship.cppLine: 3853Call

stack:------------------------------------------------------------------    parse_ship()    parse_shiptbl()    

parse_modular_table()    ship_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll

7c817077()------------------------------------------------------------------[ This info is in the clipboard so you can

paste it somewhere now ]Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK   Anuluj  
---------------------------

FRED debugger:
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: sip->primary_bank_weapons[i] >= 0

File: Ship.cpp

Line: 3853





Call stack:

------------------------------------------------------------------

    fred2_open_3_6_10_RC2_INF_debug.exe 0053aae4()

    fred2_open_3_6_10_RC2_INF_debug.exe 0054075d()

    fred2_open_3_6_10_RC2_INF_debug.exe 00525f13()

    fred2_open_3_6_10_RC2_INF_debug.exe 00540c94()

    fred2_open_3_6_10_RC2_INF_debug.exe 00457abe()

    fred2_open_3_6_10_RC2_INF_debug.exe 0044d831()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c6972()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c62d4()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c3e79()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c4315()

    USER32.dll 7e368734()

    USER32.dll 7e37bdf1()

    USER32.dll 7e378ea0()

    USER32.dll 7e37ce7c()

    ntdll.dll 7c90e473()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj  
---------------------------
I'm attaching two files that have something to do with debugging ,can you tell me where to find debug_filter.cfg  so I can provide even more accurate info?
There is also one thing you should know.
I had an assertion problem in other mod after I have reskinned TAC1 and solved it by removing the maps.
Some info about maps:
Diffuse and shine maps were grayscale ,uncompressed JPGs made with Infran view from 3.6.10 mediavps maps.
Normal map was unchanged and Glow map was changed to blue throught "swap colors" function in Infran view.
This other mod though had different problem ,error popped up on when TAC1 was inserted there ,not at the start.
In regular FRED it just caused CTD.
Command line options for my main mod:
Code: [Select]
C:\Games\Freespace2\fs2_open_3_6_10_RC2_INF_debug.exe -mod Main\Root,Main\core -spec -glow -env -mipmap -missile_lighting -normal -3dshockwave -dualscanlines -targetinfo -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash  -mod Main\terra -height -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80
Main mod is split into smaller directories ,Root and Core have everything that is needed to run freespace and Terra have terran shipset.
I'm attaching .tbms ,but they may spoil the campaign suprise (though they are without descriptions and WIP).
The log file without "1" in name is the one given by the FRED debug.
I have Polish version of Windows XP Proffesional.
System specs:
Code: [Select]
Graphic Card: NVIDIA GeForce 9600 GT
Card's RAM: 512,00 MB
Installed Drivers: nv4_disp.dll
Sound Device: Realtek high Definition Audio
Total Disk Space on C: 292 ,97 GB
Free Disk Space on C: 236,30 GB
Total Disk Space on D: 156 ,25 GB
Free Disk Space on D: 114,03 GB

Freespace 2 is installed in C:/Games/Freespace2

Windows Error reporting in System Information:
Code: [Select]
2009-05-01 11:37 Application Error Aplikacja powodująca błąd fred2_open_3_6_10d-20090303_r5083.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10d-20090303_r5083.exe, wersja 1.0.0.1, adres błędu 0x005f513d.

2009-05-01 11:43 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, adres błędu 0x0017cfc6.

2009-05-01 11:45 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, adres błędu 0x0017cfc6.

2009-05-01 11:46 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, adres błędu 0x0017cfc6.

2009-05-01 11:47 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2.exe, wersja 1.0.0.1, adres błędu 0x000bd921.

2009-05-01 21:14 Application Error Aplikacja powodująca błąd fs2_open_3_6_10_rc1_inf.exe, wersja 1.0.0.1, moduł powodujący błąd fs2_open_3_6_10_rc1_inf.exe, wersja 1.0.0.1, adres błędu 0x000912ca.

2009-05-02 20:14 Application Error Aplikacja powodująca błąd fs2_open_3_6_10_rc1_inf_debug.exe, wersja 1.0.0.1, moduł powodujący błąd fs2_open_3_6_10_rc1_inf_debug.exe, wersja 1.0.0.1, adres błędu 0x003e3f2c.

2009-05-02 20:16 Application Error Aplikacja powodująca błąd fs2_open_3_6_10_rc1_inf_debug.exe, wersja 1.0.0.1, moduł powodujący błąd fs2_open_3_6_10_rc1_inf_debug.exe, wersja 1.0.0.1, adres błędu 0x003e3f2c.

2009-05-02 20:44 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2_inf_debug.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2_inf_debug.exe, wersja 1.0.0.1, adres błędu 0x00171637.

2009-05-02 20:45 Application Error Aplikacja powodująca błąd fred2_open_3_6_10_rc2_inf_debug.exe, wersja 1.0.0.1, moduł powodujący błąd fred2_open_3_6_10_rc2_inf_debug.exe, wersja 1.0.0.1, adres błędu 0x00171637.

2009-05-02 21:04 Application Hang Aplikacja zawieszająca helpctr.exe, wersja 5.1.2600.5512, moduł zawieszenia hungapp, wersja 0.0.0.0, adres zawieszenia 0x00000000.


That's all ,tell me if you need translation of something or I have forgotten something in this ocean of information.
(And please don't get mad on me because of those tons of info ,I really got upset because of those assertions)

[attachment deleted by evil Tolwyn]
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 02, 2009, 04:57:34 pm
I got most of the cause from the first few lines of the assertion. :)

Code: [Select]
sip->primary_bank_weapons[i] >= 0
That means that a ship class has no primary weapons assigned to it

Code: [Select]
parse_ship()    parse_shiptbl()   parse_modular_table() 
While this tells me it's from one of your modular tables.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 03, 2009, 05:02:26 am
Great thanks Kajorama ,I have one more question to you.
What exactly are assertion errors?
Because I'm sometimes getting them for various reasons.
For example this reskinned TAC one ,I have no idea what could caused it.
Also I got assertion errors while I accidently selected
pilot from OSE TBP build on normal build and when my little brother
played with FSO launcher and selected FRED build instead of FS2Open.
I would like to know what to do when I encouncer this kind of error and why
they make debug bulids refuse to continue (and normal bilds to CTD in most cases).
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 03, 2009, 11:39:44 am
In an ideal world the end user would never see a single assertion even if they ran the debug build.

An assertion is an error in the way the game was coded. You'll only ever see them in the debug builds because they make the game run more slowly. An assertion is a programmer's way of saying "If I haven't cocked things up, x must be true. If I have cocked it up, post a message to say I have so I can fix it." The end users should only ever see Warnings and Errors which in many cases are the game's way of saying "Someone has cocked up, check it isn't you first, then come see if it was me".

Problem is that developers like yourself are always coming up with interesting ways to cock up that the coders haven't ever thought of. In your case the problem was that you had this in your table

$Default PBanks ("")

And the coder who wrote that code assumed no one would ever do that. They assumed that they'd either include a weapon in between those quote marks, leave the brackets empty, or simply delete the line. The idea of someone managing to get past the code with something that wasn't one of those things didn't cross the coders mind.

Later on however the coder thought "I'd better check I haven't cocked up and allowed something through I shouldn't have" Which is why you get the assertion. The coder is saying "This must be a valid weapon, stop the game and complain if it isn't"

Problem is that we aren't in an ideal world and we don't have the manpower to fix every single problem that can cause an assertion and make it give a warning. So instead you'll occasionally hit an assertion if you do something stupid. For instance it's unlikely that anyone is going to fix this particular problem. The game doesn't hit it often and it would take time away from doing more useful things for a coder to fix it.

As a developer you have to treat assertions the way you would errors or warnings.

1) Check if you are doing something wrong and fix it.
2) Ask a coder if he has any idea if you're doing something wrong and how to fix it if you are.
3) Leave it up to the coder to fix whatever they did wrong.

The idea behind this change (http://www.hard-light.net/forums/index.php/topic,62730.msg1240691.html#new) is to make it easier to go through those steps. Rather than making the coder spend ages fixing  a trivial problem so corrupt data doesn't assert instead the assert simply contains a little more information on what caused it.

Anyway, coming back to your actual problem. In the case of the TAC, post the actual assertion you get. In the case of the other two, stop doing stupid things like that. :D
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 03, 2009, 02:11:02 pm
Thank you for explaination of the assertions ,they were my biggest problem while debugging my stuff.
I will post the assertion for TAC ,stupid things I did were temporary ,I though: "I will get this debugged ,corrected and later when it will come to balancing and tuning I will assign weapons."
It's a TC ,so I coudn't use retail dummy.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 03, 2009, 03:10:42 pm
Default Pbanks is marked as optional in the code so you should have been able to just removed the line.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 06, 2009, 11:34:22 am
OK ,I ran into another assertion ,this time different from all that I seen.
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: bank->num_slots < MAX_SLOTS

File: ModelRead.cpp

Line: 2736





Call stack:

------------------------------------------------------------------

    model_load()    labviewer_change_model()    labviewer_change_ship_lod()    DoMouseUp()    OnFrame()    OnFrame()    OnFrame()    OnFrame()    lab_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------
FRED
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: bank->num_slots < MAX_SLOTS

File: ModelRead.cpp

Line: 2736





Call stack:

------------------------------------------------------------------

    fred2_open_3_6_10_RC2_INF_debug.exe 005a8c1c()

    fred2_open_3_6_10_RC2_INF_debug.exe 0054b211()

    fred2_open_3_6_10_RC2_INF_debug.exe 0045805f()

    fred2_open_3_6_10_RC2_INF_debug.exe 00458e17()

    fred2_open_3_6_10_RC2_INF_debug.exe 00457ee8()

    fred2_open_3_6_10_RC2_INF_debug.exe 0043fd67()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c6df1()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c62d4()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c3e79()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c4315()

    USER32.dll 7e368734()

    USER32.dll 7e368816()

    USER32.dll 7e37a013()

    USER32.dll 7e37a039()

    OPENGL32.dll 5f1b699b()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------
Can you tell me what mean this one?
This is reskinned Steve'o's thor ,textures are uncompressed JPGs made with InfranView.
Error pops up when inserting it to FRED or displaying in lab.
Log with 1 is  FSO debug ,without 1 FRED debug.

[attachment deleted by ninja]
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Flaming_Sword on May 06, 2009, 06:45:04 pm
Too many guns in a gun bank (model issue)?

(this is just a guess)
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 07, 2009, 06:07:28 am
Sounds like that to me too. You seem to have too many gunpoints. How many does the model have?
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 07, 2009, 11:07:17 am
Don't you know the FTF Thor?
Guns:
1. 2 points
2. 4 points
3. 1 point
Missiles:
1. 28 points
2. 4 points
3. 3 points

It seem strange to me ,three gun banks were allowed since retail.
(I managed to fly Seraphim without CTD ,the only problem was I couldn't switch weapons)
I also encoucered another strange error ,FRED CTD when I insert one of my ships and
I'm trying to show models. It seems that TAC1 problem was also it ,I messed
a bit with tables so I think I fixed it the other way
(the first assertion I posted pops up also when all primaries on ship
are nonexistant ,I fixed problems like this when trying to do something with TAC).
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Wanderer on May 07, 2009, 11:18:38 am
Maximum number of firing points per weapon bank is 25...
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 07, 2009, 12:01:06 pm
Thanks Wanderer ,I would like to know why Steve'o's originals
worked all the time ,but it's not so important now.
This mysterious CTD was caused by JPG textures ,can you check this code for errors?
When I converted those textures to PCX one of them was missing ,after
I converted this one to TGA it appeared and work flawlessly.
I will post if I encouncer more assertion errors (IE. soon).
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 07, 2009, 12:44:32 pm
OK ,now somethig worse than assertion ,debug build just CTD.
I'm including the log, but I'm totally confused and
I don't know what may have happened.
(FRED works fine and I made the mission I tried to run when it crashed).

[attachment deleted by ninja]
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 07, 2009, 01:07:21 pm
You hit an Int3(). An Int3() is a close relative of the assertion. The coder adds them when you reach a piece of code that you should never ever hit. Basically it's asserting that you can't possible get to this bit of the code.

Code: [Select]
if ( (header.pixel_depth != 16) && (header.pixel_depth != 24) && (header.pixel_depth != 32) ) {
Int3();
return TARGA_ERROR_READING;
}

You appear to have a TGA file that isn't 16, 24 or 32 bit. The game thinks that's impossible so it Int3()s to tell the coder that somehow code is reaching a part of the code that it shouldn't be possible to reach.

I suppose it might be worth improving Int3() in the same way I did with Assertion. It would be a lot easier too actually.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 07, 2009, 02:16:59 pm
Thanks ,after your post I downloaded DDS converter ,converted my textures to DDS and it worked.
Now after the mission start I get this assertion :) :
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: ti->texture.bitmap_id != -1

File: Trails.cpp

Line: 414





Call stack:

------------------------------------------------------------------

    trail_render_all()    game_render_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------

I think it has something to do with trails ,but all trails I have seem valid.
And you helped me very much ,I think you should know on what you're supporting me
,so I'm attaching pic of one of the ships you helped me to get to work.
Unfortunately said error popped up when I tried to fly the mission in this (and other)
ships ,so I cannot give you in-game shots.

[attachment deleted by ninja]
Title: Re: Notorious Assertion Error ,Help Needed
Post by: chief1983 on May 07, 2009, 02:27:28 pm
Shouldn't most Int3()'s be preceded by a logged message though?  I mean I know not everyone does them that way, but I thought that was a recommended practice.  Then you have control of what types of debug logging will output the message to the log as well.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 07, 2009, 02:35:35 pm
And you helped me very much

Unfortunately that one I probably can't help you with. My knowledge of the graphics code is rather poor and I had to actually search to figure out in which folder Trails.cpp was let alone what the code does. :lol:

You are correct in thinking that the error lies in one of your ship's trails though. It's caused by one of the trails not actually having a bitmap image specified or one which doesn't exist or which is an invalid type (something similar to the TGA error above, probably with a different file type for the texture though).

Beyond that I can't really help much.

Shouldn't most Int3()'s be preceded by a logged message though?  I mean I know not everyone does them that way, but I thought that was a recommended practice.  Then you have control of what types of debug logging will output the message to the log as well.

Personally I think overloading the Int3() function to have an Int3(variable args) version which prints a message and then calls Int3() is a much cleaner way of handing it. It makes it much clearer that the message is only supposed to print on an Int3().

Sometimes the only sensible thing an Int3() can do is crash the program and print the location to the log. But sometimes when the error is data rather than code (as above) it makes sense for it to print out a message first that can help the user figure out what is wrong and fix it.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 08, 2009, 04:50:19 am
OK ,I found this is showing only in debug ,maybe it will don't do any damage.
But I have a problem.
Is there a limit of number of pulses on the battlefield?
Because the mission is generally a giant BOE made for testing ,and it happens that
,for example ,only one gun is firing ,even though there are three.
And I have weird collision problems (like player's shots not hitting the
enemy uless you're very close).
These ships use a lot of blob turrets ,those who played X2 or 3 and seen
Photon Pulse Cannons in action know what I mean.
I would like to know if this rain of blobs causes thes behaviour.
Capships are all from Stratcomm's fleet pack ,of course reskinned.
There are two Titans ,Sparta ,two Hyperions ,Chimera and Bellerophon on
friendly side ,hostles have two titans replaced with Raynor.
All ships have fast firing ,slow moving anti cap blobs in all multipart turrets.
(and torpedoes diverted from Cruiser Torpedo from INF in missile packs).
Only player's fast firing cannons have collision problems ,big pulses
seem to work flawlessly (I want them to make them $Swarm: 2 and
micriscopic $Swarm wait: to make them fire from both barrels simultanously ,is
that a good idea?)
All this happens on standard build ,I cannot run this mission in debug because of assertion.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Flaming_Sword on May 08, 2009, 05:12:58 am
Yes, there is a limit (total number of objects). I even made a mission designed to hit that limit. :P
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 08, 2009, 05:14:41 am
OK ,I found this is showing only in debug ,maybe it will don't do any damage.

What I said to Battuta here (http://www.hard-light.net/forums/index.php/topic,62801.msg1242403.html#msg1242403) applies equally well in this situation. You also are dealing with a bad index variable so the danger is the same.

As for your other problem. I suspect you're running of out weapons. The game only allows a maximum of 350 weapons to be flying around at any one time. It's very easy to go over that limit.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 08, 2009, 11:40:08 am
OK ,I will be vary of this, I commented out all trails ,but it doesn't seem to change anything.
Maybe I overlooked something ,I will try FREDing more missions and check
which ships are causing this problem ,then I will either try to remove the bug myself or report here.
As for object limit I have one question.
Can you up it?
I wonder why I didn't noticed that in BTRL where are lots of projectiles flying
around ,but I guess this may show up if anybody would like make BOE mission for BTRL.
Not to mention I cannot FRED the battle I planned for my mod (a gigantic BOE where two
fleets clash ,I like big battles and it's going to be one of the last missions).
I don't like being limited at all but I know you cannot simply remove the limits ,but
this one really deserves upping ,especially because it's so easy to go over it.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 08, 2009, 11:54:00 am
I'm already looking into upping the limits.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 08, 2009, 12:03:21 pm
Good to hear this maybe I will be able to make my battle sometime.
I would like to create something so I can put those words somewhere at the beginning:
Spoiler:
Oh God ,not only were not going to survive this, we
 are going to mean nothing there!
(don't worry this pilot will actually be pessimist all the time)  :)
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 09, 2009, 10:01:41 am
Ok ,I discovered I was missing few trail bitmaps.
I imported those bitmaps and got rid of assertion...
Only to run into another one:
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: idx == Shockwave_info[i].model_id

File: Shockwave.cpp

Line: 1080





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 7c817077()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------
This pops up when loading my BOE mission (I wanted to run it after trail
fix to find out what the debug will say).
Any ideas what I might had done wrong this time (something with shockwawes?) ?
One more thing: I didn't edited any shockwaves (too early for it) so I'm worried.
Is this a table error or something gone wrong with mediavps?
I'm using 3d shockwaves.
Other mission don't make such error and everything runs fine in regular build.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 09, 2009, 01:04:14 pm
Wait ,problem solved ,I forgot to include log file and before uploading I decided to look at it.
I saw it complain about MOI of vasudan fighter shockwave model I use with mediavps and store in mediavp folder.
I recalculated MOI don't thinking it may solve the problem ,but rather to clean up the log for you.
It's also funny that I messed up with trails and had trail assertion back (just a typo) and then mission loaded flawlessly ,but crashed on the start. Can you tell me what can cause this type of assertion ,so if I receive it I will know what to do (and if recalculating MOI of a shockwave will not work).
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 09, 2009, 02:11:39 pm
It seems to be last one for this mod.
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: team != -1

File: Object.cpp

Line: 2463





Call stack:

------------------------------------------------------------------

    maybe_process_friendly_hit()    ai_ship_hit()    ship_apply_local_damage()    ship_weapon_do_hit_stuff()    ship_weapon_check_collision()    collide_ship_weapon()    obj_check_all_collisions()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------

It appeared when I charged right into enemy cruiser ,firing missiles
on it to check the explosion and don't waste time.
Explosion is working ,but I got this error.

I also have some news about previous assertion.
It repeated in another mission and got fixed
 the same way (this time it was terran fighter shockwave).

[attachment deleted by ninja]
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 10, 2009, 01:58:35 am
That last one is confusing the hell out of me. It simply shouldn't be happening. The object is obviously corrupt since object->type 8553472 is wrong (it only goes up to 15) but there is no way it should hit the code that gives that last message before the Assertion.

I'll take a look at this one when it's not so early in the morning as perhaps it will make more sense when I'm more awake.

EDIT : Now I'm more awake I see what's causing that. :D
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 10, 2009, 01:31:38 pm
OK ,I wonder what is previous assertion ,but I had something far more seroius:
Code: [Select]
Assert: count < max_ints
File: PARSELO.CPP
Line: 2479


Call stack:
------------------------------------------------------------------
    parse_ship_values()    parse_ship()    parse_shiptbl()    ship_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()
------------------------------------------------------------------

FRED:
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: count < max_ints

File: PARSELO.CPP

Line: 2479





Call stack:

------------------------------------------------------------------

    fred2_open_3_6_10_RC2_INF_debug.exe 0053ef02()

    fred2_open_3_6_10_RC2_INF_debug.exe 0053aae4()

    fred2_open_3_6_10_RC2_INF_debug.exe 0054075d()

    fred2_open_3_6_10_RC2_INF_debug.exe 00540c7e()

    fred2_open_3_6_10_RC2_INF_debug.exe 00457abe()

    fred2_open_3_6_10_RC2_INF_debug.exe 0044d831()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c6972()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c62d4()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c3e79()

    fred2_open_3_6_10_RC2_INF_debug.exe 009c4315()

    USER32.dll 7e368734()

    USER32.dll 7e37bdf1()

    USER32.dll 7e378ea0()

    USER32.dll 7e37ce7c()

    ntdll.dll 7c90e473()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------
Happens on startup of debugs ,I see no problems with standard builds.
I think I might have hit limit of some sort ,but I'm not sure.
(in fact ,it's just a guess ,I have no idea what's happening).
I seen it before in my main TC back in time when it had all shipsets in one place.
I decided to get working my another fleetpack ,this mod has nothing to do with presvious one.
(I plan to link them later ,but I need to make them work separated first).
This one uses .tbl-s instead of .tbm-s for ships and weapons.

[attachment deleted by ninja]
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Wanderer on May 10, 2009, 01:47:30 pm
Create empty text/ASCII file named 'debug_filter.cfg' to the same directory where the log file is created to. Run the debug build. Exit the game. Open the log file (this time a tad longer file). Then post only the ten (10) last lines or so from it.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 11, 2009, 10:43:55 am
Thank you Wanderer ,your advise was the more helpful than you may thought.  :)
I was able to fix ths problem myself after creating debug filter.
The problem was Cutter which I use as attack ship.
It has four double torpedo launchers and four quadruple AA missile launches.
I mixed them up ,so I ended with two torpedoes in missile lanchers and quad missiles in torpedo launchers (double!).
This was the problem ,there was more weapons than points.
Thank you for all the time you helped me and special thanks for
Wanderer for debug_filter.cfg suggestion.
If I will encouncer a problem I will be unable to fix myself I will post there.
Some screenshots of what this all was about.

[attachment deleted by ninja]
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 11, 2009, 11:09:29 am
Nice work Dragon. I know it was a pain to get all these assertions fixed but trust me, in the long run you'll be glad you did when you spend less time wondering what caused a sudden crash. :)

If I had a pound for every time someone has posted a weird crash and hasn't run the debug build...... :D
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 11, 2009, 11:48:52 am
Thanks ,I recently ran into assertion and fixed it ,it was similar to
previous one ,so I have an update: It wasn't caused by more weapons
than slots ,but more weapons than you can edit in FRED (I will handle quadruple
launchers and cannons through swarm settings ,it actually works fine).
I cetrainly learned a lot about assertions form you ,I think they are most
annoying crashes for developers ,because they are not self-explantory.
I hope the code you made will be standard after 3.6.10 and dealing with
assertions will be a lot easier.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 11, 2009, 12:13:09 pm
The changes I made to Assertions will improve the error reporting for developers but it's going to be a long time before you stop seeing assertions like the ones you've seen if ever. A quick grep of the code shows that there are over 5000 of them. :D

What the new option may do is make a few of the common ones more useful and make sure that new ones are designed to be more help for developers who stumble across them.

BTW, don't keep pressing enter at the end of every line, it makes your posts a little hard to read.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 11, 2009, 12:31:27 pm
Over 5000 assertions!  :eek2:
The person who see them all is certainly doing something wrong... :D
And I though I seen a lot of them.

I think somebody should put information about debug_filter to wiki ,it's a most helpful blank ASCII file I ever seen.  :)
(in fact ,I tried searching wiki and even mentioned in first post in this thread that I was looking for the filter)

And sorry for hard to read post ,I'm editing ship descriptions in Word Pad and it requires pressing enter at the end of the each line ,otherwise text is getting out of window or becomes single ,long line
making tech description hard to spell check.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 11, 2009, 02:09:50 pm
And now I got something I cannot resolve.
I suspect some kind of model error:
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT

File: ModelRead.cpp

Line: 4982





Call stack:

------------------------------------------------------------------

    calculate_ship_ship_collision_physics()    ship_ship_check_collision()    collide_ship_ship()    obj_check_all_collisions()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------

This happens after some time I start a simple mission where Archengel MK2 and GTD Hera are fighting each other.
Code: [Select]
Loaded l_flyby.wav
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
ASSERTION: "pm->submodel[submodel_num].movement_type == MOVEMENT_TYPE_ROT" at ModelRead.cpp:4982
    calculate_ship_ship_collision_physics()    ship_ship_check_collision()    collide_ship_ship()    obj_check_all_collisions()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()
Freeing all existing models...
Tried to unload missile_flare.dds that has a load count of 2.. not unloading
Unloading missile_flare.dds.  512x512x0
Releasing bitmap shockwave3d.dds in slot 1108 with handle 818108
Releasing bitmap shockwave3d-glow.eff in slot 1109 with handle 822859
Tried to release cheeparts.pcx that has a load count of 4.. not releasing
Tried to release cheeparts-glow.dds that has a load count of 4.. not releasing
Tried to release cheeparts-shine.pcx that has a load count of 4.. not releasing
Those are lines around the assertion.
I'm flying modified Lancer.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Wanderer on May 12, 2009, 05:28:34 am
This one seems a tad odd one...

Can you reproduce the issue (that is can you reliably repeat it)?

Can you provide the actual data files causing the issue (ie. everything non-retail in the said mission as well as the actual mission)?
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 12, 2009, 09:15:39 am
It really seems odd ,I cannot reproduce this ,nor the error I got when targetting the Hera.
I will post when (if) it repeat.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 12, 2009, 10:43:11 am
I managed to repeat targeting error ,both times it happened when targeting via "Y" (reticle targeting control).
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: model_num > -1

File: ModelRead.cpp

Line: 3905





Call stack:

------------------------------------------------------------------

    model_clear_instance()    hud_target_in_reticle_new()    button_function()    button_info_do()    game_process_keys()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj   
---------------------------

Now the debug:
Code: [Select]
FF: Afterburn stopped
No more swarm missiles are available
Player lethality: -10.0, num turrets targeting player: 0
No more swarm missiles are available
No more swarm missiles are available
Player lethality: -10.0, num turrets targeting player: 0
Starting animation type 6 at 62088 ...
Dir=[0.000000, 0.000000, 1.000000], End=[0.000000, 0.000000, 0.000000], Vel=[0.000000, 0.000000, 1.002614], Accel=[0.000000, 0.000000, 1.047197], Slow=[0.000000, 0.000000, -0.479965]
Starting animation type 6 at 62088 ...
Dir=[0.000000, 0.000000, -1.000000], End=[0.000000, 0.000000, 0.000000], Vel=[0.000000, 0.000000, -1.002614], Accel=[0.000000, 0.000000, -1.047197], Slow=[0.000000, 0.000000, 0.479965]
Player lethality: -10.0, num turrets targeting player: 0
ASSERTION: "model_num > -1" at ModelRead.cpp:3905
    model_clear_instance()    hud_target_in_reticle_new()    button_function()    button_info_do()    game_process_keys()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()
Freeing all existing models...
Tried to unload missile_flare.dds that has a load count of 2.. not unloading
Unloading missile_flare.dds.  512x512x0
Releasing bitmap shockwave3d.dds in slot 1108 with handle 870358
Releasing bitmap shockwave3d-glow.eff in slot 1109 with handle 875109
Tried to release cheeparts.pcx that has a load count of 4.. not releasing
Tried to release cheeparts-glow.dds that has a load count of 4.. not releasing
Tried to release cheeparts-shine.pcx that has a load count of 4.. not releasing
Releasing bitmap cheewing.pcx in slot 1271 with handle 894271
Releasing bitmap cheewing-glow.dds in slot 1272 with handle 899022
Releasing bitmap cheewing-shine.pcx in slot 1273 with handle 903773
Releasing bitmap cheehull.pcx in slot 1274 with handle 908524
Releasing bitmap cheehull-shine.pcx in slot 1275 with handle 913275
I fear this may be something either with code or with Hera ,I will try to provide more info soon.
EDIT: Now confirmed ,it happens each time I press "Y" and have both ships on battlefield.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Wanderer on May 13, 2009, 12:41:49 am
Same as with the earlier problem... could you provide the mission and the related data files as the error can not be easily reproduced so that a coder can run the mission (and the error) via debugger and possibly see what is wrong.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 15, 2009, 11:42:42 am
I recently had an idea.
I will proceed now ,regardless of assertion and put my mod together ,then when I will have a collection of very difficult problems ,I will start reporting them here ,saving time and effort.
In the meantime I tried to run Raptor's old BSG mod ,and ran into something worse than assertion (though relatad)
There was problems with copying it ,so I'm attaching a screenshot.
Code: [Select]
For "Destroyer.pof" I couldn't find damage-glow.ani
For "Destroyer.pof" I couldn't find damage-normal.ani
Model Destroyer.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Frame  0 too long!!: frametime = 10.658 (10.658)
Loading colbatstargen3.pcx for the first time.
Loading colbatstargen3.pcx (64x64x16)
Fast-unloading colbatstargen3.pcx.  64x64x16
Loading colbatstargen3-shine.jpg for the first time.
Loading colbatstargen3-shine.jpg (64x64x16)
Fast-unloading colbatstargen3-shine.jpg.  64x64x16

Those are last lines of debug.
I suspect a model error ,I haven't messed with tables jet.

[attachment deleted by ninja]
Title: Re: Notorious Assertion Error ,Help Needed
Post by: chief1983 on May 15, 2009, 02:03:42 pm
Did you follow the instructions I mentioned in a post in that mod's release thread?  There were some missing files I packed together later, and I had re-exported the models to fix some collision errors.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 15, 2009, 02:20:13 pm
I'm well aware of this ,I'm trying to get this mod to work ,so I was expecting it.
Now I want to fix it ,that's all.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: chief1983 on May 15, 2009, 02:31:17 pm
I just wanted to make sure you weren't redoing work I'd already done.  The stuff I had released didn't really have any errors left when set up properly.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 19, 2009, 03:06:01 am
OK ,nevermind BSG ,I got a problem when using BTRL warpout with high-speed fighter.
Debug build CTD ,I though there won't be any after you helped me solve the texture assertion.
Log ends with this.
Code: [Select]
Player lethality: -10.0, num turrets targeting player: 0
Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 (44) in state GS_STATE_GAME_PLAY (2)
Hit target speed.  Starting warp effect and moving to stage 2!
Int3(): From E:\Storage\FSO\fs2_open\code\Render\3dSetup.cpp at line 561

Effect is directly from BTRL ,as well as code.
Fighter was mowing at around 300m/s ,I would like to increase it.
(it was completely awesome flying it ,swithing glide on and off and shooting bullets that inherited my velocity. Newtonian dampening was also on.)
I'm sorry for posting so many strange ,hard to repeat errors ,this one (fortunately? :doubt: ) is repeating every time I want to use new warpout.
As always I fly black Steve'o's Lancer ,though it repeated on black Jacal.
EDIT: Ship slowed down to 140m/s at warpout from over 600m/s max (without burners)
The error still happens.
EDIT2: One more info: this is caused by warp effect or departure itself.
When I ordered wingmen to depart the same thing happened.
Toggling 3D warp doesn't matter.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Wanderer on May 19, 2009, 11:31:02 am
Error seems to indicate the clipping plane normal is not of proper length. The actual mod data is required for the data to be debugged
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 20, 2009, 06:33:23 am
The BtRL warpout doesn't work in 3.6.10. The problem is only fixed in 3.6.11.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 20, 2009, 06:55:08 am
So I need to disable the warpouts?
OK ,I will comment them out and enable as soon as you release 3.6.11 build.
Unfortnately the only getable 3.6.11 is unstable (you call it HEAD as I recall) ,right?
Is there any way I can assist in development?
I like using things in unusual way ,so maybe I can help you with bugfixing.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: karajorma on May 22, 2009, 02:16:47 pm
Any of the nightly builds that have appeared in the last couple of weeks are 3.6.11 branch, but don't go back more than a couple of days if you want working warpouts as the code wasn't committed until then.

The best way to help with bugfixing is to report bugs on Mantis and be available when they are updated. I've lost count of the number of bugs sitting around cause no one pays attention when a coder finally does have time to work on them and posts a question.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: FreeSpaceFreak on May 26, 2009, 03:45:52 pm
What does this one mean? (3.6.10RC2)

Code: [Select]
ASSERTION: "sip->subsystems[j].model_num == sip->model_num" at Ship.cpp:15695
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Wanderer on May 27, 2009, 12:43:10 am
Where exactly do you encounter that assert? Which mod, which models?
Title: Re: Notorious Assertion Error ,Help Needed
Post by: FreeSpaceFreak on May 27, 2009, 04:17:58 am
Mod Ancient-Shivan War, support ship.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Wanderer on May 27, 2009, 09:42:06 am
Hmm.. Make sure all the subsystem data in model file and in the tables match. Both names and the number of the subsystems.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 28, 2009, 10:41:28 am
I'm back ,again with debug CTD.
It happens on an explosion of reskinned Cutter (textures from INFA).
The last lines of the log:
Code: [Select]
Player lethality: 109.8, num turrets targeting player: 2
AI ship is seeking lock
Player lethality: 109.6, num turrets targeting player: 3
Loaded Arc_04.wav
Player lethality: 109.5, num turrets targeting player: 2
Player lethality: 109.3, num turrets targeting player: 2
Player lethality: 109.2, num turrets targeting player: 2
Player lethality: 109.1, num turrets targeting player: 2
Player lethality: 108.9, num turrets targeting player: 2
Player lethality: 108.8, num turrets targeting player: 2
Loaded boom_1.wav
Loaded clusterboom.wav


It's most likely a model error ,textures doesn't even include my rotated Fen05.
This model isn't causing problems anywhere else.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Wanderer on May 28, 2009, 02:42:38 pm
Impossible to tell as there nothing immediately apparent in the log.

Do you get any warnings when starting the game, or does the full log contain any warnings?
Title: Re: Notorious Assertion Error ,Help Needed
Post by: FreeSpaceFreak on May 28, 2009, 03:54:39 pm
Hmm.. Make sure all the subsystem data in model file and in the tables match. Both names and the number of the subsystems.
Yes, that  was it. The nav subsystem was in the table, but not on the model. Thanks.

Strangely enough, it now does a CTD when it's finished loading the mission... /me heads into log
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Wanderer on May 28, 2009, 04:27:25 pm
Create empty text/ASCII file named 'debug_filter.cfg' to the same directory where the log file is created to. Run the debug build. Exit the game. Open the log file (this time a tad longer file). Then post only the ten (10) last lines or so from it.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on May 29, 2009, 07:57:24 am
Impossible to tell as there nothing immediately apparent in the log.

Do you get any warnings when starting the game, or does the full log contain any warnings?

No ,there are no problems until the breakup moment.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: FreeSpaceFreak on June 01, 2009, 04:07:35 pm
Create empty text/ASCII file named 'debug_filter.cfg' to the same directory where the log file is created to. Run the debug build. Exit the game. Open the log file (this time a tad longer file). Then post only the ten (10) last lines or so from it.
I got one... Last lines of the FS2_Open.log:

Code: [Select]
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
No briefing music is selected, so play first briefing track: ASW Briefing 1
AUDIOSTR => Successfully opened: Ancients_Briefing.ogg
ANI 2_BriefMap with size 918x400 (21.9% wasted)
Entering brief_init()
entering common_select_init()
ANI iconwing01 with size 32x28 (12.5% wasted)
Int3(): From E:\Storage\FSO\fs2_open\code\MissionUI\MissionShipChoice.cpp at line 3507
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Wanderer on June 01, 2009, 04:21:24 pm
Dragon...

To solve your issue i need the data you are using (models, textures, tables, effects, missions, teh works). And then try to reproduce the issue with debugger attached.



FreeSpaceFreak...

Make sure that the icons you have defined for the ships are valid in ships tables (tbl/tbm's '$Ship_icon:' entry) or then try using the 'use models for ship selection' option from the launcher.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: FreeSpaceFreak on June 02, 2009, 10:26:53 am
Using models for ship selection did the trick, thanks.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: chief1983 on June 02, 2009, 02:46:34 pm
If that worked then you need to undefine the wrong entries in the table, since you can't rely on people using certain launcher settings.  You need to fix the tables so it's not broken when people don't use that launcher setting.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: FreeSpaceFreak on June 03, 2009, 04:12:18 am
Yeah, but wasn't there a way to enable launcher flags via the mod.ini ?
Title: Re: Notorious Assertion Error ,Help Needed
Post by: chief1983 on June 03, 2009, 09:40:39 am
I don't think it forces them on, I think it's just a default.  That's the whole problem with launcher flags, you can't ensure they're on.  Just get rid of the entries in question, and the game will default to using models and ignore the launcher flag.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: Dragon on June 22, 2009, 03:08:03 pm
I'm back with new assertion ,this time I'm using 3.6.11 build and my new computer.
Code: [Select]
---------------------------
Assertion Failed!
---------------------------
Assert: weapon_size > 0.0f

File: ship.cpp

Line: 6384





Call stack:

------------------------------------------------------------------

    fs2_open_3_6_11d-20090616_r5342.exe 008cf6fc()

    fs2_open_3_6_11d-20090616_r5342.exe 0075c9dd()

    fs2_open_3_6_11d-20090616_r5342.exe 0075c821()

    fs2_open_3_6_11d-20090616_r5342.exe 00762e29()

    fs2_open_3_6_11d-20090616_r5342.exe 00764e84()

    fs2_open_3_6_11d-20090616_r5342.exe 00767917()

    fs2_open_3_6_11d-20090616_r5342.exe 007676a0()

    fs2_open_3_6_11d-20090616_r5342.exe 00768a9b()

    fs2_open_3_6_11d-20090616_r5342.exe 009c45be()

    fs2_open_3_6_11d-20090616_r5342.exe 00744819()

    fs2_open_3_6_11d-20090616_r5342.exe 00751783()

    fs2_open_3_6_11d-20090616_r5342.exe 00982046()

    fs2_open_3_6_11d-20090616_r5342.exe 00750352()

    fs2_open_3_6_11d-20090616_r5342.exe 00982618()

    fs2_open_3_6_11d-20090616_r5342.exe 00753a48()

------------------------------------------------------------------



[ This info is in the clipboard so you can paste it somewhere now ]





Use Ok to break into Debugger, Cancel to exit.


---------------------------
OK   Anuluj  
---------------------------
Log:
Code: [Select]
For "Slayer.pof" I couldn't find beamturh-normal.ani
Found bitmap damage.dds -- number 2058
For "Slayer.pof" I couldn't find damage-glow.ani
Found bitmap damage-shine.dds -- number 2059
For "Slayer.pof" I couldn't find damage-normal.ani
Ship Slayer.pof with engine wash associated with subsys engines
Allocating space for at least 18 new ship subsystems ...  a total of 600 is now available (412 in-use).
ASSERTION: "weapon_size > 0.0f" at ship.cpp:6384
    fs2_open_3_6_11d-20090616_r5342.exe 008cf6fc()
    fs2_open_3_6_11d-20090616_r5342.exe 0075c9dd()
    fs2_open_3_6_11d-20090616_r5342.exe 0075c821()
    fs2_open_3_6_11d-20090616_r5342.exe 00762e29()
    fs2_open_3_6_11d-20090616_r5342.exe 00764e84()
    fs2_open_3_6_11d-20090616_r5342.exe 00767917()
    fs2_open_3_6_11d-20090616_r5342.exe 007676a0()
    fs2_open_3_6_11d-20090616_r5342.exe 00768a9b()
    fs2_open_3_6_11d-20090616_r5342.exe 009c45be()
    fs2_open_3_6_11d-20090616_r5342.exe 00744819()
    fs2_open_3_6_11d-20090616_r5342.exe 00751783()
    fs2_open_3_6_11d-20090616_r5342.exe 00982046()
    fs2_open_3_6_11d-20090616_r5342.exe 00750352()
    fs2_open_3_6_11d-20090616_r5342.exe 00982618()
    fs2_open_3_6_11d-20090616_r5342.exe 00753a48()
Freeing all existing models...
Unloading missile_flare.dds.  512x512x0
Unloading missile_flare.dds.  512x512x0
Releasing bitmap shockwave3d.dds in slot 1834 with handle 1531334
Releasing bitmap shockwave3d-glow.eff in slot 1835 with handle 1536085
Releasing bitmap asparts.pcx in slot 2004 with handle 1588504
Releasing bitmap asparts-shine.pcx in slot 2005 with handle 1593255
Slayer.pof is reskined Stratcomm's Hyperion.
Title: Re: Notorious Assertion Error ,Help Needed
Post by: FreeSpaceFreak on July 03, 2009, 09:53:28 am
:bump:

Debugging ASW again - FSO crashes in a mission, right about when the first shots are fired. Missiles work fine though.

Code: [Select]
Assert: bm_bitmaps[bitmapnum].handle == handle
File: bmpman.cpp
Line: 1915


Call stack:
------------------------------------------------------------------
    gr_opengl_aabitmap()    gr_aabitmap()    hud_show_dumbfire_threat()    hud_show_top_arc()    hud_show_reticle()    HUD_render_2d()    game_render_hud_2d()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()
------------------------------------------------------------------

Code: [Select]
FF: Afterburn started
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Player lethality: -10.0, num turrets targeting player: 0
Num_particles high water mark = 21
Num_particles high water mark = 22
Num_particles high water mark = 23
Num_particles high water mark = 24
Num_particles high water mark = 25
Num_particles high water mark = 26
Num_particles high water mark = 27
Num_particles high water mark = 28
Num_particles high water mark = 29
Num_particles high water mark = 30
Num_particles high water mark = 31
Loaded S_flyby1.wav
ASSERTION: "bm_bitmaps[bitmapnum].handle == handle" at bmpman.cpp:1915
    gr_opengl_aabitmap()    gr_aabitmap()    hud_show_dumbfire_threat()    hud_show_top_arc()    hud_show_reticle()    HUD_render_2d()    game_render_hud_2d()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c817077()
Freeing all existing models...
Tried to unload missile_flare.dds that has a load count of 6.. not unloading
Tried to unload missile_flare.dds that has a load count of 5.. not unloading
Releasing bitmap texture1.dds in slot 1240 with handle 941740