Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: EAD_Agamemnon on April 05, 2010, 11:11:15 pm
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Can't open model file <navbuoy-terran.pof>
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
Can't open model file <navbuoy-vasudan.pof>
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
Seems to be missing that model in the VPs. I have all the Storm Front Shock VPs...I copied the lot of them from Storm Front folder and put them in my What If folder since if I didn't I'd get more missing model errors that would crash me to desktop. After doing that I can look into the Tech Room without issue althouth at the pilot select screen it now gives 13 warnings. Reason I doubled up on the SFS stuff was to avoid possible trouble (hopefully) and I still have more HD space (about 86g) left on my measly 250gb drive than I know what to do with. (By now my FreeSpace 2 folder has surpassed my BF1942 in hard drive appetite...over 9g for FS2 vs 8.41 for BF1942...as it should be :p )
Anyhow, I checked the SFS VPs and I couldn't see the navbuoy model, unless it's the exact same one as used elsewhere but just having a different name is the problem. I have FSPort 311 in the folder with so I don't think that parts an issue and I'm using the latest media VPs and 3.6.12 build.
I can temporarily get around the missing model problem by using stock FS2 or 1 buoys and simply renaming them. Just wanted to bring this up in case others have encountered the same problem.
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K. Please clean up your installation and follow the instructions at the website (http://sebastian.ramrod-network.de/Freespace/JunkProductions/WhatIf.html). If problems persist, please provide the ever-so-wonderful fs2_open.log.
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Sorry forgot about the log part...I'll get to that as soon as I can...
I only copy pasted those errors on a whim (bows before the HLP gods and pleads for forgiveness for not using the debug build each and every time FSO is run...) normally I'd not even bother posting errors since usually they are very minor and fixable by even my pitiful skills but the ones regarding the missing buoy models would crash me to desktop before loading even the 1st mission. From now I'll try to be sure to run the debug build when errors come up. Of late I've been having no problems so it wasn't exactly 1st thing on my mind.....
I !DID! try that one but it didn't work...I doubled up on the required mod VPs by putting sets of them in both the mod folders instead of having the SFS vps in 1 folder totally separate from the 2 mods they support since doing the way claimed on the Storm Front//What If site, it kept saying I had missing models even though that wasn't the case and even after I made sure to give all the folders the proper names...after doing the above changes only the buoys were missing (nor could I find them when I looked into the VPs) and once I substituted for the missing buoys (like the model appearance is all that important to start with) from the FS2 media vps (made 2 copies of the buoy pof and made one Terran and the other Vasudan) there hasn't been any more problems so far
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What is the name of your FSPort folder? Usually it should be "fsport". Because if it doesn't match the name given in the WhatIf mod.ini, my mod can't load the models which are contained in the port. The nav buoy model isn't in the Storm Front Stock because it is already in the FSPort. ;-)
It is necessary that all folders have exactly the name that is given in the instal instructions. Make sure the "StormFrontStock" folder is spelled correctly (without whitespaces!). The SFS_*.vps must only be in the SFS folder. "WhatIf" just contains AGW_missions.vp and WhatIf_root.vp.
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FS Port (yes it has a space in the name) and when it said that was a prereq I presumed it wanted the fsport vp in the WhatIf folder it so it has a copy there as well.
ATM as of this posting I'm getting ready to leave for work but when I get home I'll remove that space in the name of my FS Port folder to see if that fixes the problem.
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The name of you FSPort folder can be whatever you want it to be (just not too long). The point is that the name of your FSort folder must be the same as what is written in WhatIf's mod.ini. "fsport" is a good name for the FSPort folder, because
- Turey's Installer places FSPort into a folder by that name
- the instructions in the FSPort release thread use that name
- most (probably not all but most) mod makers create their mod.inis with the assumption that FSPort is in a folder called "fsport".
Also, please clean your installation:
- WhatIf in its own folder
- Storm Front Stock in its own folder
- FSPort in its own folder
- MediaVPs in their own folder.
I know that throwing .vp copies around is tempting and may actually work in some cases, but it is wrong. It will cause problems. Trust me, I've been down that road myself.
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Sorry forgot about the log part...I'll get to that as soon as I can...
I only copy pasted those errors on a whim (bows before the HLP gods and pleads for forgiveness for not using the debug build each and every time FSO is run...) normally I'd not even bother posting errors since usually they are very minor and fixable by even my pitiful skills but the ones regarding the missing buoy models would crash me to desktop before loading even the 1st mission. From now I'll try to be sure to run the debug build when errors come up. Of late I've been having no problems so it wasn't exactly 1st thing on my mind.....
I !DID! try that one but it didn't work...I doubled up on the required mod VPs by putting sets of them in both the mod folders instead of having the SFS vps in 1 folder totally separate from the 2 mods they support since doing the way claimed on the Storm Front//What If site, it kept saying I had missing models even though that wasn't the case and even after I made sure to give all the folders the proper names...after doing the above changes only the buoys were missing (nor could I find them when I looked into the VPs) and once I substituted for the missing buoys (like the model appearance is all that important to start with) from the FS2 media vps (made 2 copies of the buoy pof and made one Terran and the other Vasudan) there hasn't been any more problems so far
And this is why we always need debug logs. The debug log tells us exactly what the engine is loading (or trying to load, as the case may be), and lets us identify and solve problems like these in a split second.
Always remember, if you hit an error you can't fix yourself, run debug, post the log and make our lives easier in the process.
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For starters...the space in FSPort was the cause of my original issue...so removing the space and making it FSPort fixed that...
It still said though it couldn't find a certain fighter model but that one I'm not concerned with (placing the model in the mod's model subfolder solved that as well)...no more buoy problems either (even after removing the substitute ones)...
As for the warnings FSO complained about originally...they all appear to be coming from the ballistic weapons. Improper rearm rates for non-ballistic or something like that...the log below is for 4 of them.
[attachment deleted by admin]
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-mod WhatIf,StormFrontStock,fsportmediavps,fsport,mediavps
Are the FSPort MediaVPs in a "fsportmediavps" folder?
Found root pack 'C:\FreeSpace 2\fsport\mv_fsport.vp' with a checksum of 0xdc8abbde
... and I can see they're not. Please move this to the fsportmediavps folder.
Found root pack 'C:\FreeSpace 2\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\FreeSpace 2\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\FreeSpace 2\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\FreeSpace 2\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\FreeSpace 2\MV_Effects.vp' with a checksum of 0xa3141c30
Please move these files where they belong. The mediavps folder, to be exact.
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Done. Problem solved; though for whatever reason the STS_Models and Maps VPs weren't being read properly from their own folder when running WhatIf...so the Tech Room wouldn't crash but it'd just show a blank or a model would have the wrong textures (WhatIf's reddish toned Apollo...best looking version...kept getting overridden by the FSPort version which is all 'metallic' toned). Since the mod uses those VPs to begin with I just moved copies over so no more problems now. I only did this with those 2 VPS since I couldn't figure out any other way...if I do later on I'll remove them.
WhatIf though now seems to run just fine which is all that matters for the time being. In my case as long as I don't get errors when running 3.6.12r (which I rarely do to begin with despite prior folder arrangements) I'm happy.
EDIT: Hmm...my computer has a mind of its own for now the SFS VPs get read properly after removing the 2 copies (many minutes later) from the WhatIf folder.
Sorry to be a pest with problems that are normally straightforward...but on the bright side I'm gradually getting better at straightening out the issues as a result. Will end up coming in handy since for some odd reason ideas for my own mod (not a guarantee...only a possibility) have been churning.