Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Askahain on September 02, 2010, 04:12:29 am

Title: Problem with the debug build
Post by: Askahain on September 02, 2010, 04:12:29 am
Hi,

i try to debug to find a few problems in my scripts. But the debug crashes every time after the loading screen.

The last line says that he try to do somthing on drive g but there is no drive g on the system.

Can somebody help me with this problem or is it normal that the debug build crashes on this point ?

Testet with fs2_open_3_6_13d_INF_SSE2-20100831_r6405 and fs2_open_3_6_13d_INF_SSE2-20100831_r6416

Here is the debug log.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -orbradar
  -targetinfo
  -snd_preload
Building file index...
Found root pack 'L:\BTRL2\BTRL2-V1.vp' with a checksum of 0x48e9cb9f
Searching root 'L:\BTRL2\' ... 41 files
Searching root pack 'L:\BTRL2\BTRL2-V1.vp' ... 3261 files
Found 2 roots and 3302 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Hardware
  Capture device: Mikrofon (SoundMAX Integrated D
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : Quadro FX 550/PCI/SSE2
  OpenGL Version    : 2.1.2

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 4 (4)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 20x20 (37.5% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Oh noes!!  File is empty! (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 83 frames at 30 fps.
BMPMAN: Found EFF (M_trail_particle.eff) with 17 frames at 20 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 86 frames at 24 fps.
BMPMAN: Found EFF (thrustjets.eff) with 3 frames at 25 fps.
loading animated cursor "cursor"
ANI cursor with size 20x20 (37.5% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 44
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 20x20 (37.5% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'busters.pcx'
ANI 2_Exit.ani with size 132x34 (46.9% wasted)
ANI 2_Pilot.ani with size 34x164 (35.9% wasted)
ANI 2_Techdata.ani with size 34x164 (35.9% wasted)
ANI 2_Options.ani with size 34x164 (35.9% wasted)
ANI 2_Campaign.ani with size 34x164 (35.9% wasted)
Got event GS_EVENT_MULTI_JOIN_GAME (18) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 0.288 (0.288)
Got event GS_EVENT_MULTI_START_GAME (51) in state GS_STATE_MULTI_JOIN_GAME (14)
Got event GS_EVENT_MULTI_HOST_SETUP (31) in state GS_STATE_MULTI_START_GAME (39)
Someone passed an extension to bm_load for file 'starbuck01.pcx'
Someone passed an extension to bm_load for file 'busters.pcx'
Frame  0 too long!!: frametime = 0.616 (0.616)
Frame  0 too long!!: frametime = 0.445 (0.445)
Got event GS_EVENT_MULTI_MISSION_SYNC (50) in state GS_STATE_MULTI_HOST_SETUP (25)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 7 frames at 7 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 94 frames at 24 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 41 frames at 15 fps.
BMPMAN: Found EFF (ABexp04.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (ftl.eff) with 22 frames at 30 fps.
BMPMAN: Found EFF (rockEXP01.eff) with 100 frames at 24 fps.
BMPMAN: Found EFF (ABexp05.eff) with 63 frames at 30 fps.
BMPMAN: Found EFF (ABexp06.eff) with 51 frames at 30 fps.
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 86 frames at 24 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'raptortest.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 247
Ending mission message count : 247
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'raptor.pof'
IBX: Found a good IBX to read for 'raptor.pof'.
IBX-DEBUG => POF checksum: 0x3a53198b, IBX checksum: 0x491c4b98 -- "raptor.pof"
Someone passed an extension to bm_load_animation for file 'ftl_sw.eff'
BMPMAN: Found EFF (ftl_sw.eff) with 15 frames at 30 fps.
Someone passed an extension to bm_load_animation for file 'ftl_sw.eff-shockwave'
Someone passed an extension to bm_load_animation for file 'ftl_sw.eff'
Someone passed an extension to bm_load_animation for file 'ftl_sw.eff-shockwave'
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Someone passed an extension to bm_load_animation for file 'ftl_sw.eff'
Someone passed an extension to bm_load_animation for file 'ftl_sw.eff-shockwave'
Someone passed an extension to bm_load_animation for file 'ftl_sw.eff'
Someone passed an extension to bm_load_animation for file 'ftl_sw.eff-shockwave'
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x56 (12.5% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
About to page in ships!
ANI hud-viper with size 112x93 (27.3% wasted)
Could not find a usable bitmap for 'Licht3'!
WARNING: "Could not find a usable bitmap (none) for weapon 'Licht3'!" at weapons.cpp:2961
Loading model 'Col_missile.pof'
IBX: Found a good IBX to read for 'Col_missile.pof'.
IBX-DEBUG => POF checksum: 0x9657c298, IBX checksum: 0xa3c2536a -- "Col_missile.pof"
Model Col_missile.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'Col_missile_ext.pof'
IBX: Found a good IBX to read for 'Col_missile_ext.pof'.
IBX-DEBUG => POF checksum: 0xd4c4a368, IBX checksum: 0x8a146681 -- "Col_missile_ext.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x5ac11c83, IBX checksum: 0x07573bd8 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0xe8d505d5 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0xba3da9aa -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x56 (12.5% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI hud-viper.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP34x164+32'
User bitmap 'TMP34x164+32'
User bitmap 'TMP34x164+32'
User bitmap 'TMP198x32+32'
User bitmap 'TMP34x164+32'
User bitmap 'TMP132x34+32'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1128/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 277,  Estimated count = 425
================================================
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MULTI_MISSION_SYNC (38)
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)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Int3(): From g:\fso\fs2_open_0\code\missionui\missionshipchoice.cpp at line 2732

code tags. Use them. -- The E
Title: Re: Problem with the debug build
Post by: The E on September 02, 2010, 04:28:28 am
One of the briefing icons used is invalid.

Also, are you using some form of debug_filter.cfg? Please don't.

In addition, this:
Code: [Select]
ftl_sw.eff-shockwave
looks kinda wrong.
Title: Re: Problem with the debug build
Post by: Wanderer on September 02, 2010, 04:29:18 am
It is typical for debug builds to crash when there are problems with game data.

Line in the errors refers to file location on the computer on which the exe file compiled.

Error in question is marking that game could not find proper interface (ie. menu) animations for the ships. Probably cause the data file lacks them. Enable 3D ship selection option in the launcher and that error should be fixed.
Title: Re: Problem with the debug build
Post by: Askahain on September 02, 2010, 04:54:22 am
I don't use the debug_filter.cfg file.

I don't know where the ftl-sw.eff-shockwafe came from. I only use ftl_sw.eff in the scripts (searched every file in the directory).

Ok, the drive letter ist from machine that compiled the file .. sounds logical :) .. thanks for this tip.

Where is the "3D Ship Selection"-Option in the Luncher? Maybe im blind but i don't find it in the luncher.

What ist the line that points you too a missing interface graphic ? (I try to understand the debuging but the last line i see is that he load/check the iconwing01 ani.

Thanks for the fast response :)

Jörg

Title: Re: Problem with the debug build
Post by: The E on September 02, 2010, 05:02:01 am
Okay, first of all, what is this "BTRL2-V1.vp"? Never seen that before.

I would report any errors found to the creator. If you are said creator, I would recommend not using vp files while you are developing a mod.

The "Use models for ship selection" and "Use models for weapon selection" flags can be found in the Launcher's "Gameplay" section; however, that will not make the error go away, as the file it errors out on is actually a briefing icon.
Title: Re: Problem with the debug build
Post by: Askahain on September 02, 2010, 05:18:40 am
The BTRL2-V1.vp is build on the base of the old BTRL mod. Because there ist only a demo and no update for a long time we decide to implemet all the things we like (Raptors/Battlestars/CivilShips/Basestars/...) on our own (Ermmm ok .. i have to do it :) ).
The BTRL2-V1.vp is the latest Version that we use to play it includes (Cloud9/Raptors/Attack Raptors/Basestars/New Weapons/Changes in the Interface/Bugfixes)so i use the vp file as base for my development system. The new files and editet files are automaticly build and copyed to the right point in the data dir so they override the files in the vp file.
I think the creators of the original BTRL are working on diaspora an don't support their old project. I think its not helpful to ask because of the hundrets of changes build in.

Thanks for the help with the Launcher (im Searching for a 3D option so i didn't find it)

Excuse me not using the Code Tag in the first post (next time i know better)

All this troubleshooting based on the beam problem i have with newer build but thats an other thing. When i run it in normal mode all works fine (but no beams) :) so i try to fix all errors i found that i can give a good error report to the beam probleme . :)

Jörg