Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: sigtau on September 15, 2009, 08:41:18 pm

Title: Weapon fail!
Post by: sigtau on September 15, 2009, 08:41:18 pm
Okay, so, I have a campaign set up with three simple missions, all of which lead to one another without problems.   However, I can't seem to play the first mission (1-1.fs2) without bumping into a small problem: For some reason, on the loadout screen, there aren't any weapons available.  No primaries, no secondaries, no nothing.

In the campaign's initial weapons, I have set the standard issue weapons (the only ones available in the first mission) as the initial weapons.

In the mission itself's team loadout, I also have the exact same loadout and available ships set up as well.  No problem here.

Exactly what is going on?
Title: Re: Weapon fail!
Post by: FUBAR-BDHR on September 15, 2009, 08:44:30 pm
You did do the same for ships not just weapons correct?  If so try creating a new pilot.  A corrupted pilot file can cause the same behavior. 
Title: Re: Weapon fail!
Post by: sigtau on September 15, 2009, 08:48:42 pm
I did the same for weapons and ships.

*tries to make a new pilot*

No effect.
Title: Re: Weapon fail!
Post by: FUBAR-BDHR on September 15, 2009, 08:58:07 pm
Weapons are player_allowed correct? 

Post the campaign file.
Title: Re: Weapon fail!
Post by: General Battuta on September 15, 2009, 09:09:27 pm
I assume there are weapons on the ships, yes?

Did you allocate more weapons than those already mounted on the ships?
Title: Re: Weapon fail!
Post by: sigtau on September 15, 2009, 09:13:20 pm
http://pastebin.com/m2b992488

Weapons are on the ships in the mission.

Title: Re: Weapon fail!
Post by: Stormkeeper on September 16, 2009, 01:29:52 am
I assume you have the weapons in your weapons.tbl/m?
Title: Re: Weapon fail!
Post by: karajorma on September 16, 2009, 01:59:53 am
Run the debug build. It should assert or error out on whatever is causing this.
Title: Re: Weapon fail!
Post by: sigtau on September 16, 2009, 06:24:31 am
I assume you have the weapons in your weapons.tbl/m?

101% sure that I do, because I tested all of these missions in the simulator--never experienced a problem like this, leading me to believe it was a campaign problem.

I get several errors of this nature on startup (fixable, I named some beams after the old Electrobeams mod and I can fix that in a matter of minutes, that is, provided one of you can tell me what the **** it means, because to me it looks self-contradictory.;):

Warning: Invalid +Index value of 0 specified for beam section on weapon 'ElecSmall'; valid values at this point are 0 to -1.
File: Weapons.cpp
Line: 2990


Call stack:
------------------------------------------------------------------
    parse_weaponstbl()    parse_modular_table()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 77061174()
    ntdll.dll 7714b3f5()
    ntdll.dll 7714b3c8()
------------------------------------------------------------------



However, this one is what I get while switching to the loadout screen.  This might be of more interest to you.

Assert: Polygon_models[num]->id == model_num
File: ModelRead.cpp
Line: 3912


Call stack:
------------------------------------------------------------------
    draw_model_rotating()    weapon_select_do()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 77061174()
    ntdll.dll 7714b3f5()
    ntdll.dll 7714b3c8()
------------------------------------------------------------------

Then, it "encounters a problem and needs to close."
Title: Re: Weapon fail!
Post by: sigtau on September 16, 2009, 07:04:59 pm
Any ideas?  I can't make any progress until I know what's gone wrong here.
Title: Re: Weapon fail!
Post by: FUBAR-BDHR on September 16, 2009, 07:32:15 pm
Post the fs2_open.log from the debug build.
Title: Re: Weapon fail!
Post by: sigtau on September 16, 2009, 07:45:06 pm
http://pastebin.ca/1569098

^ There you are.
Title: Re: Weapon fail!
Post by: FUBAR-BDHR on September 16, 2009, 08:44:22 pm
#
Could not find a usable beam section (1) bitmap for 'ElecFighter'!
#
WARNING: "Could not find a usable beam section (1) bitmap (electrobeam03) for weapon 'ElecFighter'!" at Weapons.cpp:3811

Fix that weapon so it doesn't cause problems for starters.  Apparently it's a beam weapon of some kind but is not tabled correctly or can't find the effect. 
Title: Re: Weapon fail!
Post by: sigtau on September 17, 2009, 06:36:26 am
Alright, fixed that.

http://pastebin.com/m21d6b47f

^ There's the new one.
Title: Re: Weapon fail!
Post by: FUBAR-BDHR on September 17, 2009, 02:39:15 pm
Looks like you have a model with bad data somewhere.  Try a Knightly build in debug.  If that doesn't give a better error message then try removing one ship/weapon at a time until you find which model is bad.
Title: Re: Weapon fail!
Post by: sigtau on September 17, 2009, 02:56:17 pm
But wouldn't that break the mission?
Title: Re: Weapon fail!
Post by: FUBAR-BDHR on September 17, 2009, 02:58:14 pm
Make a test mission.  You have bad model data somewhere that needs fixed.  Missions are the least of your worries right now. 
Title: Re: Weapon fail!
Post by: sigtau on September 17, 2009, 03:07:32 pm
Alright, well, remember, this is only affecting it when I load a campaign.

Also, I can't get the debug build to run:

mv_music-mus.tbm(line 18:
Error: Missing required token: [#Soundtrack End]. Found [#SoundTrack Start]  instead.

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
fs2_open_3_6_11d_5598.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Title: Re: Weapon fail!
Post by: General Battuta on September 17, 2009, 03:12:36 pm
I've seen that one before. Looks like your music.tbl is incorrectly formatted.
Title: Re: Weapon fail!
Post by: sigtau on September 17, 2009, 03:16:45 pm
Not the first time that's happened.

Upgrading from 3.6.10RC3 to 3.6.10 Final a while back caused a very similar problem--I haven't edited the soundtracks in a while, so what could possibly be going wrong?  Has the format changed since 3.6.10 Final, and if so, why doesn't the wiki reflect it?
Title: Re: Weapon fail!
Post by: FUBAR-BDHR on September 17, 2009, 03:19:00 pm
It probably hasn't changed but is catching things that it didn't before. 
Title: Re: Weapon fail!
Post by: sigtau on September 17, 2009, 03:31:36 pm
http://pastebin.com/m6798f21f

^ I don't see a single thing wrong with that table.
Title: Re: Weapon fail!
Post by: sigtau on September 17, 2009, 07:04:47 pm
The E figured it out.  Apparently it was some issues involving my pilot files--even though the one I was using at the time was 100% new, and not cloned.