Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: sigtau on September 15, 2009, 08:41:18 pm
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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?
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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.
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I did the same for weapons and ships.
*tries to make a new pilot*
No effect.
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Weapons are player_allowed correct?
Post the campaign file.
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I assume there are weapons on the ships, yes?
Did you allocate more weapons than those already mounted on the ships?
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http://pastebin.com/m2b992488
Weapons are on the ships in the mission.
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I assume you have the weapons in your weapons.tbl/m?
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Run the debug build. It should assert or error out on whatever is causing this.
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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."
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Any ideas? I can't make any progress until I know what's gone wrong here.
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Post the fs2_open.log from the debug build.
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http://pastebin.ca/1569098
^ There you are.
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#
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.
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Alright, fixed that.
http://pastebin.com/m21d6b47f
^ There's the new one.
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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.
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But wouldn't that break the mission?
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Make a test mission. You have bad model data somewhere that needs fixed. Missions are the least of your worries right now.
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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
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I've seen that one before. Looks like your music.tbl is incorrectly formatted.
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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?
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It probably hasn't changed but is catching things that it didn't before.
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http://pastebin.com/m6798f21f
^ I don't see a single thing wrong with that table.
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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.